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
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)