Selang

Medium fey, chaotic evil

Armor Class 15 (natural armor)
Hit Points 76 (9d8 + 36)
Speed 40 ft.

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

Saving Throws Dex +4, Cha +6
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
Challenge 4 (1,100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Poisoned Weapons. The selang’s weapons are coated with a magical poison. When the selang hits with any weapon, the weapon deals an extra 3d6 poison damage (included in the attack).

ACTIONS

  • Multiattack. The selang can use its Alien Piping. It then makes two Dagger or Poison Bolt 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 10 (3d6) poison damage.
  • Poison Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) poison damage.
  • Alien Piping. The selang plays one of the following ear-bending melodies on alien pipes. One creature the selang can see within 60 feet of it is the only creature that can hear the melody. The target must succeed on a DC 14 Wisdom saving throw or be affected by the chosen melody.
  • Capering. On the target’s next turn, it must use all of its movement dancing without leaving its space, and it has disadvantage on attack rolls and Dexterity saving throws.
  • Captivating. The target is charmed until the end of its next turn, humming along to the selang’s pleasant melody.
  • Disorienting. The target is incapacitated until the end of its next turn, and when it moves, it moves in a random direction.
  • Drowsy. The target falls unconscious and dreams of evil entities and sinister portals for 10 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Haunting. The target is frightened until the end of its next turn, and it must take the Dash action and move away from the selang by the safest available route, unless there is nowhere to move.

ABOUT

This grinning humanoid looks like a handsome man, if not for his glowing red eyes, insectoid legs, and antennae.

Dark Satyrs. The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.

Battle Song and Laughter. Selangs relish battle, pain, and torture. They find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat.

Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can sometimes be hard to follow. They are most comfortable with the slithering tones of Void Speech.

Blasphemous Music. Selang cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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