Large Fey, Chaotic Good
Armor Class 17 natural armor
Hit Points 95 (10d10 + 40)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +7, CON +7
Skills Athletics +7, Perception +4
Damage Vulnerabilities Fire, Necrotic
Damage Resistances Force, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned, Prone
Senses Darkvision 60 ft, Passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fire Susceptibility. If the barked husk takes fire damage, its speed is halved until the end of its next turn

Immutable Form. The barked husk is immune to any spell or effect that would alter its form.

Magic Weapons. The barked husk's weapon attacks are magical.

Nature's Fury. While it has 30 hit points or fewer, the barked husk has advantage on attack rolls. In addition, it deals an extra 6 (1d10) damage to any target it hits with a melee attack.

Actions

Multiattack. The barked husk makes two attacks 

Claw. Melee Weapon Attack: +7, reach 10 ft., one target. Hit: 20 (3d10+4) slashing damage.

Wrath. Ranged Weapon Attack: +4, range 40/80 ft., one target. Hit: 21 (3d12+2) force damage plus 9 (2d8) acid damage.

Fling. The barked husk tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the barked husk’s choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.

Bonus Actions                                                                                 
Fey Protector (Recharge 6). The barked husk grants the effect of a barkskin spell for 1 minute to a willing creature it can see within 30 feet of it.

Description

Source notes: Originally released by u/KarlakCHK on Reddit's r/uneathedarcana. Shortlink key: 9wnz8y // The pictured used is property of Diana Martinez, Drycha Hamadreth and all rights are hers and Games Workshop, artstation(.)com(/)artwork(/)6oN8N for this and more of her art. // Typist assumes no ownership of the content and is adding it to provide new options to the community.

These fearsome protectors of the wild can most usually be found where the borders between the material realm and the Feywild are their weakest. Those who are unfortunate enough to find these crossings rarely survive long enough to tell the tales of these steadfast guardians.

Standing at anywhere between ten and fifteen feet tall, these hulking natural war machines sport long sharp claws formed at its creation alongside thick bark plating mimicking the appearance of manmade armor.

     Eternal Watchers. Having spent generations watching over the borders between realms, some fey spirits come to realize that intimidation and misdirection aren't always enough to keep the inquisitive and dangerous things away. These spirits bring the wrath of the natural world to life in its most blunt way, by possessing a tree and shaping it into a living suit of armor, giving the spirit the unique opportunity to show intruders the strength of nature.

     Wrath and fury. Once the infusion between spirit and tree is done, these fearsome creatures can never again return to rest. They have sworn themselves to an eternity as the realms guardians, an endless responsibility which has driven many of these creatures to become less empathetic to the plight of those who wander into their territory. The spirit is able to channel some of its fey energy in the forms of beams of natural energy, often catching those who keep their distance unawares. They will often strike first, with savage bestial ferocity, any sense of the light-hearted spirit within long since lost.

Habitat: Forest

Karcharos

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