Tree Skinner 2014
CR 2 fiend
Medium fiend, chaotic evil
While the skinner remains motionless, it is indistinguishable from a normal 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.
The skinner has advantage on saving throws against spells and other magical effects.
Actions
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.
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.
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.
Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details