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Slana

Creature 20 (rare) — humanoid

Pre-Remaster content. May include legacy alignment.

CrasherSnareLANDAQUATICVERTICALhumanoidsonic

The rolling thunder before the rain provides the massive, leonine humanoids known as slanas with a tremendous power. These solitary and nomadic creatures primarily dwell in the jungles and savannas of the Mwangi Expanse, but they can range into nearby areas in search of prey or when drawn by strange primal forces only slanas can recognize. Slanas view each other as rivals who test each other's prowess, so when drawn together by this strange calling they nearly always fight to the death. A slana'

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +36; low-light-vision, scent (imprecise) 120 feet
Languages common, fey
Skills acrobatics +35, athletics +38, nature +35, stealth +33, survival +37
Str
+10
Dex
+7
Con
+7
Int
+2
Wis
+7
Cha
+6
AC 45 Fort +35 Ref +33 Will +33
HP 380 (fast healing 20)
Immunities frightened
Resistances sonic 30
Speed 60 feet, climb 30 feet, swim 30 feet (Freedom of Movement)

Offense

Melee Jaws (magical, reach-20, sonic, unarmed) +38, Damage 4d10+20 piercing plus 2d8 sonic plus Improved Grab
Melee Claw (agile, magical, reach-20, sonic, unarmed) +38, Damage 4d6+20 piercing plus 2d8 sonic
Ranged Thunderclap (magical, sonic) +35, range increment 120 feet, Damage 1d4 bludgeoning plus Thunder Trap

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Great Roar (primal, sonic) — The slana emits a deafening roar. All creatures within a 100-foot cone take 16d8 sonic damage (DC 44 Reflex saving throw). On a failed save, a creature is also Deafened for 1 minute and Stunned 1 (or deafened permanently and Stunned 3 on a critical failure). The slana can't use Great Roar again for 1d4 rounds.
Pounce — The slana Strides and makes a Strike at the end of that movement. If the slana began this action Hidden, they remain hidden until after the ability's Strike.
Thunder Trap — A creature hit by the slana's thunderclap attack is Immobilized and held in place by reverberations of sound until it Escapes or Forces Open the bonds of thunder that constrain it (DC 44). The target is Deafened as long as it is immobilized by a thunder trap.
Improved Grab
Divine Innate Spells DC 40, attack +32
9th Storm Lord (×3), Storm of Vengeance
8th Earthquake
4th Freedom of Movement (Constant)
2nd Dispel Magic
1st Obscuring Mist (At Will)

WORKS WELL WITH

AnvilLAND / AQUATIC / VERTICALA frontline that keeps the party clustered near it turns the roar's cone into a party-wide tempo loss instead of hitting stragglers alone.
SniperLAND / AQUATIC / VERTICALA ranged attacker punishes a target this creature has already Immobilized, since it can't reposition out of line of sight.
WeaverLAND / AQUATIC / VERTICALA caster's save-based debuffs land more reliably against a target already Stunned or Deafened by the roar.

PUNISHES

✖ clumping✖ ranged reliance✖ retreating
Avoid stacking another Crasher; both compete to convert the same stunned, immobilized target into a kill before it recovers.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #174: Shadows of the Ancients.

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