b'Sleeping Willow \n'b'  Huge   plant ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  114 (12d12 + 36)  Speed  10 ft.\n'b' STATS STR: 19 (+4) DEX:  5 (-3)  CON:  17 (+3)  INT:  6 (-2)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +4,  Stealth  +5 (+8 if not moving)  Damage Resistances  bludgeoning, piercing  Damage Immunities  poison  Damage Vulnerabilities  fire  Condition Immunities   blinded ,  charmed , deafened,  frightened ,  paralyzed ,  poisoned ,  prone , stunned, unconscious  Senses   blindsight  90 ft. (blind beyond this radius), passive  Perception  14  Languages  \xe2\x80\x93  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Skeleton Warrior\xe2\x80\x99s Circlet . In the process of transforming into a  skeleton  warrior, the dying warrior\xe2\x80\x99s soul is trapped in a golden circlet. Anyone possessing one of these circlets can exert control over the  skeleton  warrior whose soul the circlet contains. To establish control, the controller must be within 300 feet of the  skeleton  warrior, must wear the circlet, and must spend one full round doing nothing but concentrating on the  skeleton  warrior. If the controller is not interrupted during this time, resolve a  Charisma  ( Intimidation ) contest between the  skeleton  warrior and the creature with the circlet (note that the  skeleton  warrior adds its proficiency bonus to  Intimidation  skill checks). If the wearer of the circlet wins the contest, the  skeleton  warrior is  charmed , views that character as an ally, and interprets any of the character\xe2\x80\x99s suggestions in the most positive  light . It is not dominated or controlled, but it doesn\xe2\x80\x99t feel the urge to immediately kill the wearer of the circlet and recover its soul, either. It would like its soul back eventually, but it can wait until its new ally is slain by some other creature or dies naturally. If the  skeleton  warrior wins the contest, it is immune from attempts to use the circlet to charm it for 24 hours. While within 300 feet of the  charmed   skeleton  warrior, a person wearing the circlet can exert the following types of influence over the  skeleton  warrior. He or she can:\n'b'\n'b'  Choose to see through the  skeleton  warrior\xe2\x80\x99s eyes \n'b' Try to force the  skeleton  warrior to  attack  something by making a successful DC 15  Charisma  check (failing the check means the  skeleton  warrior acts as it chooses) \n'b' Try to force the  skeleton  warrior to take some other action \xe2\x80\x93  search  an area, move across a room, etc. \xe2\x80\x93 by making a successful DC 10  Charisma  check (failing the check means the  skeleton  warrior acts as it chooses); \n'b' Try to place the  skeleton  warrior in \xe2\x80\x9cinert mode\xe2\x80\x9d by making a successful DC 15  Charisma  check. If this check succeeds, the  skeleton  warrior stands motionless, effectively unconscious and  paralyzed , until the wearer of the circlet wills it back into wakefulness. If this check fails, the skeletal warrior is no longer  charmed . While forcing the  skeleton  warrior to do anything, the circlet wearer can\xe2\x80\x99t move or take any other action. If the circlet wearer moves more than 300 feet away from the  skeleton  warrior or removes the circlet from his or her head while the  skeleton  warrior is active (not inert), the  skeleton  warrior is no longer  charmed . If someone else becomes the circlet\xe2\x80\x99s owner, the  skeleton  warrior knows instantly; if it was  charmed , it\xe2\x80\x99s not anymore, and if it was inert, it becomes active again. If a  skeleton  warrior ever gains control of the circlet containing its soul, it places the circlet on its head and \xe2\x80\x9cdies,\xe2\x80\x9d vanishing in a flash of  light . The circlet falls to the ground and crumbles to dust. \n'b'\n'b'  Crypt Fatigue . A creature infected with crypt fatigue gains one level of  exhaustion  immediately, and gains one more level every time it fails the DC 16  Constitution  saving throw after taking damage from a  skeleton  warrior\xe2\x80\x99s longbow. An infected creature must make another DC 16  Constitution  saving throw at the end of every  long rest ; with a successful save, it recovers one level of  exhaustion , but with a failed save, it gains one level of  exhaustion . The disease is cured when the victim no longer has any levels of  exhaustion . \n'b'  Health Drain . At the beginning of the sleeping willow\xe2\x80\x99s turn, all creatures already  grappled  by it are constricted and take 13 (2d8 + 4) bludgeoning damage and 5 (2d4) necrotic damage. The sleeping willow regains a number of  hit points  equal to the necrotic damage inflicted. The sleeping willow\xe2\x80\x99s number of Slam attacks in its Multiattack is reduced by one for each such  grappled  creature. \n'b'  Sleep Spores . The sleeping willow emits a cloud of sleep-inducing spores in a 30-foot-radius, 10-foot-high cylinder around it. Each creature in this area must succeed on a DC 18  Constitution  saving throw or fall asleep for 5 minutes or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. \n'b'  Actions \n'b'   Multiattack . The sleeping willow makes up to four Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 15 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage and 5 (2d4) necrotic damage inflicted. The sleeping willow regains a number of  hit points  equal to the necrotic damage. If the target is Large or smaller, it is also  grappled  (escape DC 18).'