Selang
Tome of Beasts (Third Party)
- Size
- Medium
- Type
- fey
- Alignment
- chaotic evil
- AC
- 15 (natural armor)
- Hit Points
- 76 (9d8+36)
- Speed
- walk 40 ft.
- Saving Throws
- Dex +4, Con +6, Cha +6
- Skills
- Perception +6, Performance +8
- Resistances
- bludgeoning, piercing, and slashing from nonmagical weapons
- Immunities
- acid, lightning
- Senses
- darkvision 60 ft.
- Passive Perception
- 16
- Languages
- Common, Elvish, Sylvan, Void Speech
- Challenge
- 4
Traits
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 Tasha's 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.