Wolves formed of flame and smoke that have crossed over from another realm.
Mature Lava Wolves have 3 HD and 15 AC, a Move Speed of 30, Morale of 8, Instinct 5, +1 Skill, and Save on a 13+
Attacks with a flaming tooth or claw at +4 to hit for 1d8+1 Dmg and 2/13 Shock. Half of this damage is from fire.
Can spew forth magma as a Main action once per scene. It covers a 10 ft area and lasts until the scene ends. Any creatures who end their turn in the area must make an Evasion save or take 3d6 fire damage.
Lava Wolf Pups have 1 HD and 14 AC, a Move Speed of 30, Morale of 6, Instinct 5, +1 Skill, and Save on a 15+
Attacks with a flaming tooth or claw at +2 to hit for 1d8+1 Dmg and 2/13 Shock. Half of this damage is from fire.
Alpha Lava Wolves have 5 HD and 16 AC, a Move Speed of 40, Morale of 9, Instinct 5, +1 Skill, and Save on a 11+
Attacks with flaming teeth and claws at +7 to hit for 1d8+2 Dmg and 2/15 Shock and can attack twice as a Main action. Half of this damage is from fire.Â
Can spew forth magma as a Main action once per scene. It covers a 20 ft area and lasts until the scene ends. Any creatures who end their turn in the area must make an Evasion save or take 5d6 fire damage.
Made of polished obsidian stone this statue sits in a classical pose. Knees bend at the edge of a precipice, one arm resting, and the other ending in a hand curled under chin. Sharply featured wings are carved tight to its back. With the face of monster seemingly lost in thought to an exaggerated degree. Two tiny yellow crystals dot its face in place of eyes.
When approached Querygoyles are typically still and silent, very much lost in their own thoughts. Only upon hearing a question spoken aloud will they being to take note of their surroundings. Strange or exotic beings in their presence will rouse them more quickly but anything that stands around making inquiries will eventually draw enough attention to be addressed.
They often perch themselves near locations of mysterious origins, on the tops of academic buildings, or around logical trials such as puzzle-locked doors or tests of wit. They find these places typically attract the inquisitive thinkers the Querygoyle enjoys speaking with.
Querygoyles by their nature ask a lot of questions though they don't necessarily have any answers themselves. Some may be masters of philosophical thought while others merely parrot "Why?" like a curious child.
These creatures do not typically resort to violence, having no need. They feed off a simple diet of musings and banter. As they mean no harm there is often none directed at them but when cornered they do have sharp claws and may be able to confuse or stun their assailants with the right combination of words.
As far as treasure or rewards you'll often find the experience of meeting one satisfying in its own right. Under the right circumstanced they may be able to aid you in solving a riddle or answering questions that had you stumped. Their brittle form isn't worth much as jewelry or for magical purposes. If you provide a particularly rousing discussion however they may grant you a boon in the form of a Gift of Insight which could generally be used to glean additional information when recalling knowledge.