Special Equipment. Viln carries a scimitar of speed and can make one attack with it as a bonus action on her turn. Viln also carries four daggers coated with purple worm poison. The poison on a dagger's blade is good for one hit only, whether the poison takes effect or not.
Fey Ancestry. <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$short_name$> to sleep.
Sunlight Sensitivity. While in sunlight, <$short_name$> has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC <$spell_dc__cha$>). <$title_short_name$> can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Multiattack. Viln makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:8 (1d6 + 5) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:5 (1d4 + 3) piercing damage.
Parry. Viln adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.