THE SHARED REFERENCE Adventurer

Monster

Viln Tirin

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
15 (studded leather)
Hit points
65 (10d8 + 20)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Chaotic Evil
Strength
15
Dexterity
16
Constitution
14
Intelligence
14
Wisdom
11
Charisma
14
Passive Perception
10
Saving Throws
str: +4; dex: +5; wis: +2
Skills
athletics: +4; deception: +4; perception: +3
Senses
darkvision 120 ft.
Languages
any two languages, Elvish, Undercommon

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.

Actions

Multiattack

Viln makes three melee attacks: two with its scimitar and one with its dagger. Or Viln 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 Weapon 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, Viln must see the attacker and be wielding a melee weapon.

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)

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