b'Skeleton, Warrior \n'b'  Family:   Skeletons  \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  19 (+2 splint mail)  Hit Points  97 (13d8 + 39)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  13 (+1)  CON:  16 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +8,  Wisdom  +6,  Charisma  +7  Skills   Insight  +6, Intimidate +7,  Perception  +6  Damage Resistances  piercing and slashing damage from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   exhaustion ,  frightened ,  poisoned , unconscious  Senses  Truesight 60 ft., passive  Perception  16  Languages  Common, any other language the warrior knew in life  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'   Legendary Resistance  (3/day). If the  skeleton  warrior fails a saving throw, it can choose to succeed instead. \n'b'  Track Circlet . A  skeleton  warrior can track and find its circlet unerringly. It can also find the last person who possessed the circlet. \n'b'  Unholy Fortitude .  Skeleton  Warriors have advantage on saving throws against being turned. \n'b'  Actions \n'b'   Multiattack . A  skeleton  warrior makes two Greatsword attacks \n'b'  +2 Greatsword .  Melee Weapon Attack : +12 to hit, reach 5 ft., one creature.  Hit : 14 (2d6 + 7) slashing damage plus 3 (1d6) necrotic damage. \n'b'  Longbow .  Ranged Weapon Attack : +6 to hit, range ft./600 ft., one creature.  Hit : 7 (1d12 + 1) piercing damage plus 7 (2d6) necrotic damage, and the target must make a successful DC 16  Constitution  saving throw or be infected with crypt fatigue \n'b'  Legendary Actions \n'b' The  skeleton  warrior can take up to three legendary  actions  per round. Legendary  actions  are taken at the end of another creature\xe2\x80\x99s turn, and only one can be taken after each turn. \n'b'   Attack . The  skeleton  warrior makes a Greatsword or Longbow  attack . \n'b'  Drain Life .  Melee Weapon Attack : +10 to hit, reach 5 ft.; one creature.  Hit : the target must make a successful DC 16  Constitution  saving throw or be infected with crypt fatigue. If already infected, a failed saving throw causes the creature to gain another level of  exhaustion . \n'b'  Instill Dread . One living creature within 50 feet of the  skeleton  warrior, which the  skeleton  warrior can see, must make a successful DC 15  Wisdom  saving throw or be  frightened  for 2d4 rounds. A successful save renders the target immune to this  skeleton  warrior\xe2\x80\x99s dread for 24 hours.'