i went with this. looks good?
Powerful Charge (Ex): A BULL has a devastating charge attack that it can use if the BULL has at least 30 feet to charge. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +10 attack bonus that deals 6d8+6 points of damage.
with faith that it is done or almost done, i post the next critter...
#16
Medium-size Humanoid (Orc)
Hit Dice: Id8+1 (5 hp)
Initiative: +2
Speed: 30-ft. (6 Squares)
Armor Class: 15 (+2 Dex, +3 Studded Leather)
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee, longbow +3 ranged
Full Attack: Longsword +2 melee (Id8+1), longbow +3 ranged (Id8)
Space/Reach: 5-ft. by 5-ft./5-ft.
Special Attacks: Spell like ability
Special Qualities: Darkvision 6O-ft, elusiveness
Saves: Fort+3, Ref+2, Will+0
Abilities: Str 12, Dex 14, Con 12, Int 11, Wis 11, ChalO
Skills: Hide +4, Listen +2, Spot +2
Feats: Dodge
Environment: Desert
Organization: Raiding party (2-7 plus 1 3rd level leader) or clan (8-16 plus 1 3rd level leader and 2nd level lieutenants, plus 150% non-combatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: -
DUDE are lean, wiry humanoids distinctive for their speed, stealth and cunning. They carve out nomadic existences in the wastes and deserts of the world, raiding and scavenging whenever they come upon settled peoples trying to establish more substantial livings. In other words they are a marginal race who inhabit equally marginal lands as best they know how.
As such, however, DUDE make themselves nuisances to those townsfolk and villagers whose livelihoods they try to share. Local authorities hunt DUDE thieves, both real and suspected, mercilessly. DUDE raiders inspire both fear and hatred out of proportion to the actual damage they inflict. Down through the generations, however, they have adapted, so that they know how to hide and elude better than most and they are notoriously hard to track.
DUDE speak Common and Orcish.
Combat
DUDE always prefer to strike from ambush, firing their composite longbows from cover until their foes no longer represent any threat. They do not like to engage in melee combat unless absolutely necessary and even then they try to flank or surprise their opponents. When attacking a fixed position, such a village, they prefer to use stealth and discourage their enemies by firing arrows from cover, often moving from covered position to covered position to create confusion. If their opponent makes a determined attempt to engage them in melee, DUDE raiders will withdraw rather than slug it out, even if they have not taken what they wanted yet. This elusiveness is one reason why the targets of DUDE raids despise then so intensely.
Elusiveness (Ex): DUDE leave unusually light footprints, partly due to training and partly due to the way in which weight is distributed throughout their bodies. Anyone using the Track feat to try to locate DUDE receives a -5 circumstance penalty to the Survival skill.
Semi-Blur (Sp): Once per day, a DUDE may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than one minute. Also the shrieking troll can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in one minute, whichever comes first.
DUDE Society)
DUDE travel in clans no larger than a modest extended family, headed by the dominant male. The clan is the focal point of every DUDE allegiance. However, clans may form alliances, almost always temporary and subject to change at a moment's notice, with each other to accomplish a goal that is too large for any one of them.
DUDE worship a desert god they call Kalaka. Kalaka is an exceedingly hard deity whose blessing consists of allowing his followers to live another day without suffering his wrath and whose displeasure manifests itself in searing siroccos that materialise without warning.