https://thecreaturechronicle.tumblr.com/post/41701394580/lupin
Low-light vision: Lupins can see twice as far as humans in conditions of dim light.
Mountaineer: Mountaineers are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Hatred (shapechanger/shapeshifter/lycanthrope): Lupins receive a +1 bonus on attack rolls against humanoids with the shapechanger, shapeshifter, or lycanthrope subtype.
Terrain stride (mountains): Mountaineers can move through natural difficult terrain at their normal speed while within mountainous terrain. Magically altered terrain affects them normally.
Scent: Lupins can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can also identify familiar odors just as humans do familiar sights. They can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When they detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. Lupins can take a move action to note the direction of the scent. When detected creatures are within 5 feet of the source, they pinpoint the source's location. They can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for survival checks. Lupins tracking by scent ignore the effects of surface conditions and poor visibility.