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. <$title_short_name$> 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.

Spellcasting

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)

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.