Selang

Medium Fey, chaotic evil

Armor Class 15 (natural armor)

Hit Points 76 (9d8+36)

Speed walk +40

Challenge 4

STR
18
+4
DEX
15
+2
CON
18
+4
INT
12
+1
WIS
14
+2
CHA
19
+4

Saving Throws cha +6, con +6, dex +4

Skills perception +6, performance +8

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities acid, lightning

Senses darkvision 60 ft., passive Perception 16

Languages Common, Elvish, Sylvan, Void Speech

Special Abilities

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 shortbow 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.

Shortbow. 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.

Source: Tome of Beasts · OGL/Open