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.
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)
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.