Selang
Selang
Medium fey, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 76 (9d8+36)
- Speed 40 ft.
- STR
18 (+4) - DEX
15 (+2) - CON
18 (+4) - INT
12 (+1) - WIS
14 (+2) - CHA
19 (+4)
- Saving Throws Dex +4, Con +6, Cha +6
- Skills Perception +6, Performance +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities acid, lightning
- Senses darkvision 60 ft., passive Perception 16
- Languages Common, Elvish, Sylvan, Void Speech
- Challenge 4 (1,100 XP)
- Innate Spellcasting. the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
at will: dancing lights, minor illusion
3/day each: alter self, fear, sleep, suggestion
Actions
- Multiattack. The selang makes two dagger attacks or two short bow attacks.
- Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.
- Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.
- Sleep Poison. An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake.
- Alien Piping. A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day.