An imposing humanoid monster made from bark and shadows.


Deep within the heart of the most secluded and enchanted forests, where the air is thick with ancient magic and the trees whisper forgotten tales, there lurk creatures of a most sinister nature. These beings of darkness, draped in the very essence of the woods themselves, are known as Barkwraiths. With a profound connection to the flora around them, these elementals possess an unparalleled mastery over the forces of nature, all the while harboring a malevolent intent that sends shivers down the spine of even the bravest adventurer.

The Eerie Physique of Barkwraiths

At first glance, one might mistake a Barkwraith for an ordinary tree. Their bodies are entirely covered in a layer of bark, a natural armor that renders them nearly impervious to harm. The bark-like skin of these formidable creatures seamlessly blends with the surrounding forest, allowing them to meld with the trees and evade detection from unsuspecting prey.Their tall, lithe forms bear a humanoid resemblance, with long limbs that end in sharpened, branch-like fingers capable of tearing through the most resilient of materials. The Barkwraiths' faces are often obscured by a twisted tangle of roots and vines, leaving only their piercing, glowing eyes visible – two haunting orbs that betray their inhuman origin.

Nature's Cruel Mastery

The power that Barkwraiths wield over nature is as awe-inspiring as it is terrifying. They can manipulate the elements around them to their advantage, causing vines to ensnare their enemies. With a mere gesture, they can twist and contort the earth itself, creating treacherous terrain that entombs their foes.When faced with overwhelming odds, Barkwraiths are known to retreat into the very trees that birthed them, fusing their bodies with the gnarled trunks and becoming indistinguishable from the forest itself. This unnerving ability allows them to observe their enemies from the safety of their arboreal refuge, waiting for the perfect moment to strike.

Malevolence in the Shadows

Despite their undeniable power, Barkwraiths are not mindless forces of destruction. In fact, they are highly intelligent creatures with a complex understanding of the world around them. They possess a cunning that often manifests in the form of elaborate traps and ambushes, ensnaring their prey with an almost sadistic glee. The reasons behind their seemingly insatiable appetite for chaos and destruction remain a mystery, but it is widely believed that they serve a darker master – one whose intentions are far more sinister than even the most twisted of Barkwraiths.

A Cautionary Tale

The Barkwraiths are the embodiment of nature's darker side – a grim reminder that the beauty of the wild can often be tempered by cruelty and malice. To venture into their domain is to face a foe unlike any other, a creature born from the very essence of the forest itself. Adventurers would be wise to heed the warnings whispered on the wind, for to awaken the wrath of a Barkwraith is to incur the full fury of nature's vengeance.May this chapter serve as both an introduction and a warning to those who would seek to explore the hidden corners of our world. The Barkwraiths are not to be trifled with, and their enigmatic presence should be respected and feared in equal measure.


large Elemental
Armor Class 16 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft., climb 30 ft.

Score 18 14 16 14 12 10
Modifier +4 +2 +3 +2 +1 +0
Save +4 +2 +3 +2 +1 +0


nature +5 , stealth +5 ,


Passive Perception 11


Sylvan, Terran

Challenge 5 (1800 XP) Proficiency +3


  • False Appearance: While the Barkwraith remains motionless, it is indistinguishable from an ordinary tree.
  • Tree Meld: As a bonus action, the Barkwraith can magically merge with a Large or larger tree it is touching. While merged, the Barkwraith is hidden from sight, gains total cover, and can't be targeted by attacks or spells. It can still see, hear, and smell the area around the tree. The Barkwraith can leave the tree using another bonus action.
  • Nature's Fury: The Barkwraith can use its bonus action to command vines, branches, or roots within 30 feet of it to make a melee attack against a target within their reach. The attack uses the Barkwraith's Strength modifier (+4) to hit and deals 1d6 + 4 bludgeoning damage on a hit.


  • Multiattack: The Barkwraith makes two slam attacks.
  • Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Vine Lash: Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The Barkwraith has two vines, each of which can grapple only one target.
  • Earth Eruption (Recharge 5-6): The Barkwraith targets a point on the ground it can see within 60 feet of it. A 20-foot-radius sphere of earth and rock erupts from that point. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The area becomes difficult terrain.
An imposing humanoid monster made from bark and shadows. Drag&Drop this image onto a Fey-Gate workspace to load it including it's statblock.