Dromaar MountaineerCreature 2
Source Pathfinder Monster Core
Perception +11 (darkvision)
Languages Common, Orcish
Skills Acrobatics +7, Athletics +7, Survival +8
Str +3, Dex +3, Con +1, Int +0, Wis +2, Cha +0
AC 19; Fort +7; Reflex +9; Will +8;
HP 28
Speed 25 feet
Pick
+9 (+4, -1) to hit (fatal d10) 1d6+3 PiercingFist
+9 (+5, +1) to hit (agile, shove, unarmed) 1d6+3 BludgeoningBola
+9 (+4, -1) to hit (nonlethal, ranged trip, thrown 20) 1d6+3 BludgeoningFerocity

Trigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Tangle Prey
The dromaar draws a bola and Strikes a target within 20 feet. On a success, the dromaar immediately rolls an athletics check against the target's Fortitude DC to Trip them.
Dromaar mountaineers are hardened half-orc scouts who often lead raiding or scouting parties on dangerous expeditions. Dromaar scouts who lead many successful expeditions can rise to positions of prominence within their holds, and those who command enough loyalty may even claim a hold of their own.
Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance, taming a powerful beast, or slaying a fearsome monster.
Tall and powerful, with long arms and thickly muscled legs, many orcs top 7 feet in height. Their heavy limbs and broad, almost bow-legged stances combine with a tendency to slouch forward to create an almost contradictory set of circumstances where an orc can tower over other humanoids while simultaneously staring them in the eye. These features, alongside a tendency to scar easily, can make them seem quite intimidating.
The half-orc dromaars, most commonly born of unions between orcs and humans, are often tested even more harshly than their full orc kin, but those who endure these tests can rise to positions of authority. "An orc can have what an orc can hold" is a saying that not only applies to an individual's ability to secure their own destiny and position, but is also likely the root of orcs referring to their communities as holds.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DromaarA creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
OrcA creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.