https://www.tumblr.com/thecreaturechronicle/42608183928/lupin-zerda
These relations of the zerda resemble the bat-eared fox. They are typically neutral in alignment, and live in the savannahs of southern Garund. Draijakal are morbid doomsayers and seekers of secrets who can bestow ill fortune on their enemies.
Note: In Naboombu, Draijakal are not considered Canines, despite being officially classified as Lupins. They would be relegated to the Fox classification.
Low-light vision: Lupins can see twice as far as humans in conditions of dim light.
Agile: Draijakal receive a +2 racial bonus on Acrobatics checks.
Keen senses: Lupins receive a +2 racial bonus on Perception skill checks.
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.
Draijakal magic: Draijakal gain the following spell-like abilities: 1/day - Blur and Detect Secret Doors. The caster level for these effects is equal to the draijakal's level.
Jinx: A draijakal can curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and the draijakal must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 the draijakal's level + your Charisma modifier). If the target makes this saving throw, it is immune to that draijakal's jinx ability for 24 hours. A jinxed creature takes a -1 penalty on all saving throws. This jinx lasts for 24 hours or until the draijakal attempt to use its jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.