Druager Voss, ‘human’ ranger

Druager stood with his companions, watching the explosion from a safe distance. The released elemental wrecked havoc across the area, scorching trees, twisting metal and burning the warforged down to scrap materials. As the glare subsided and everyone's vision returned, the scout shook his head, muttering, "Welcome home ..." before moving back in to search the area. Upon his initial search, he came to the same conclusion as the hobgoblin - there was a missing body. He returned Vradurz's nod with naught but an empty stare before turning away.

When the warforged began to snuffle along the ground, Druagar leapt up and flew straight up, eyes scanning the surround areas to see signs of movement away from the site. Whatever the results, he would return to the others, searching the perimeter for signs of a warforged departing the area. It wasn't that he didn't trust the warforged wolf ... but he didn't really trust the warforged wolf. Should all mundane efforts fail, Druager still had one more trick up his sleeve ...

OOC - Fly up and look for signs of movement ... then drop down and look for signs of tracks.
Perception - (1d20+9)[16] or Perception - (1d20+9)[29] for catching sight of the runner

Survival - (1d20+6)[26] (Perception - (1d20+9)[23] for any visual clues to inform the survival checks. Perception - (1d20+9)[17] if sight based)

Baring all that, cast wild cunning to detect tracks w/in 120' : "If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again."
Survival - (1d20+6)[22] or Survival - (1d20+6)[19]

Effects: Fly 20'; darkvision 60', all morphs are active; Passive Perception: 19 (24 vs sight)

Spoiler: Details
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AC: HP: 30/49 Init +3 Move 30' land / 20' air Prof +3 Passive Per 19 (24 vs sight) Spell DC 14 Spell attack +6
Saves: Str +8 Dex +4 Con +3 Int +1 Wis +3 Cha -1
Skills: Athletics +11, Stealth +4, Nature +4, Medicine +6, Survival +6, Perception +9, Intimidation +3
Tools: Gaming (Dice), Land Nav (Carts), Cartography
Spoiler: Spells
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  1. Ensnaring Strike, Goodberry, Wild Cunning, Speak with Animals, Hex (4/4); Hex, Tasha's Hideous Laughter, Charm Person (1/1 per long rest)
  2. Pass w/o trace, Misty Step (2/2); Misty Step (1/1 per long rest)
  3. Suggestion (1/1 per long rest)
  4. Confusion (1/1 per long rest)

Magic Items: Belt of Giant Strength (Hill - 21); goggles of night (60' darkvision)
Weapons: Longbow (+4 / 1d8+1 P), Handaxe (+8 / 1d6+5 S), Mace (+8 / 1d6+5 B), Lion Claws (+8 / 1d6+5 S)
Morphs: Eagle eyes (Face: adv on Perception checks based on sight, gain Wis mod to initiative); Tentacles (grapple w/adv, hand weapon/grapple and hand morphs have 10' reach); Fox Tail (cast Tasha's Hideous Laughter, Charm Person, Suggestion, and Confusion spells 1/long rest; can cast Control Fire, Create Bonfire and Dancing Lights cantrips); Cat's feet (stealth w/adv, footsteps make no noise, no damage from falls 20' or less); Lion's claws (1d6S, 1/turn, can strike with each hand with the attack action)