b'Selang \n'b'  Medium   fey ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  76 (9d8 + 36)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  15 (+2)  CON:  18 (+4)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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 \n'b' SPECIAL TRAITS \n'b'\n'b'  Poisoned Weapons . The selang\xe2\x80\x99s 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). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The selang can use its Alien Piping. It then makes two Dagger or Poison Bolt attacks. \n'b'  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. \n'b'  Poison Bolt .  Ranged Spell Attack : +6 to hit, range 60 ft., one target.  Hit : 14 (3d6 + 4) poison damage. \n'b'  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. \n'b'  Capering . On the target\xe2\x80\x99s 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. \n'b'  Captivating . The target is  charmed  until the end of its next turn, humming along to the selang\xe2\x80\x99s pleasant melody. \n'b'  Disorienting . The target is  incapacitated  until the end of its next turn, and when it moves, it moves in a random direction. \n'b'  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. \n'b'  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. \n'b'\n'b' ABOUT \n'b' This grinning humanoid looks like a handsome man, if not for his glowing red eyes, insectoid legs, and antennae. \n'b'  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. \n'b'  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. \n'b' 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. \n'b'  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.'