Sources
CR
Type
Size
Alignment
Movement

Viln Tirin

Medium Humanoid (elf), Chaotic Evil

Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15
+2
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
11
+0
CHA
14
+2
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages, Elvish, Undercommon
Challenge 5 (1,800 XP)

Traits

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. Viln has advantage on saving throws against being charmed, and magic can't put Viln to sleep.

Sunlight Sensitivity. While in sunlight, Viln has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

Innate Spellcasting. Viln's innate spellcasting ability is Charisma (spell save DC 13). Viln can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Actions

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.

Reactions

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.