Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Abyssal, Elvish, Infernal, Sylvan
Resistances & Immunities
Traits
False Appearance (Tree Form Only)
While the skinner remains motionless, it is indistinguishable from a normal tree.
Inhabit Tree
As a bonus action, the skinner touches a Medium or larger tree that is not a creature and disappears inside it. While inside the tree, the skinner has tremorsense with a radius of 30 feet, has an AC of 15, has a speed of 0, and has vulnerability to fire damage. When the skinner is reduced to 15 hp, the tree dies and the skinner appears within 5 feet of the dead tree or in the nearest unoccupied space. The skinner can exit the tree as a bonus action, appearing within 5 feet of the tree in the nearest unoccupied space, and the tree reverts to being an object. The skinner can inhabit a tree for only 3 days at most before the tree dies, requiring the skinner to seek another vessel.
Magic Resistance
The skinner has advantage on saving throws against spells and other magical effects.
Actions
Claw
+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 poison damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn.
Squeeze
The tree skinner makes one vine whip attack against a creature it is grappling. If the attack hits, the target is also unable to breathe or cast spells with verbal components until this grapple ends.
Vine Whip
+5 to hit, reach 20 ft (6.1 m). Hit: 2d6+3 bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). The skinner can grapple up to two creatures at one time.
About Tree Skinner
Tree Skinner is a medium fiend with a Challenge Rating of 2. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 38 hit points (derived from 7d8+7).
Tree Skinner has communication capabilities including Abyssal, Elvish, Infernal, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Tree Skinner
2 tips available
GM Tips: Using Tree Skinner
When using Tree Skinner in your D&D 5e campaign, consider these tactical approaches:
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Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
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Terrain Advantage: Use terrain to offset moderate combat abilities
Player Guide: Facing Tree Skinner
2 strategies available
Player Guide: Facing Tree Skinner
When your party encounters this creature, keep these strategies in mind:
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Moderate Threat: Prepare standard combat tactics
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Tactical Advantage: Use terrain and positioning
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 2.
Solo Encounter:
A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Tree Skinner?
- Tree Skinner has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
- What type of creature is Tree Skinner?
- Tree Skinner is a Medium Fiend, which affects how certain spells and abilities interact with it.
- What languages does Tree Skinner speak?
- Tree Skinner can communicate in Abyssal, Elvish, Infernal, Sylvan.
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