Scent
      This 
extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
      A creature with the scent ability can detect opponents by sense of  smell, generally within 30 feet. If the opponent is upwind, the range is  60 feet. If it is downwind, the range is 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 three times these ranges. 
      The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a 
move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. 
      A creature with the 
Track  feat and the scent ability can follow tracks by smell, making a Wisdom  check to find or follow a track. The typical DC for a fresh trail is 10.  The 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 the 
Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. 
      Creatures with the scent ability can identify familiar odors just as humans do familiar sights. 
      Water, particularly running water, ruins a trail for air-breathing  creatures. Water-breathing creatures that have the scent ability,  however, can use it in the water easily. 
      False, powerful odors can easily mask other scents. The presence of  such an odor completely spoils the ability to properly detect or  identify creatures, and the base 
Survival DC to track becomes 20 rather than 10.