Selang

Medium Fey, chaotic evil (CR 4)

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)

CHR

19 (+4)


Skills perception 6, performance 8

Senses darkvision 60 ft., passive Perception 16

Languages Common, Elvish, Sylvan, Void Speech

Challenge Rating 4

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.


sizeMedium

typeFey

group

alignmentchaotic evil

strength_save

dexterity_save4

constitution_save6

intelligence_save

wisdom_save

charisma_save6

perception6

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiesacid, lightning

condition_immunities

cr4

reactions

legendary_desc

legendary_actions

special_abilitiesname: Innate Spellcasting,desc: 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

spell_list

page_no341

document__license_urlhttp://open5e.com/legal

document__slugtob

document__titleTome of Beasts

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/

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Tome of Beasts, page no. 341
Other formats: JSON

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