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SlanaCreature 20


RareCNGargantuanHumanoid
Source Pathfinder #174: Shadows of the Ancients
Perception +36 (low-light vision, scent (imprecise) 120 feet)
Languages Common, Sylvan
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; Reflex +33; Will +33;
HP 380 (fast healing 20)
Speed 60 feet (climb 30 feet, swim 30 feet)
Immunities frightened
Resistances Sonic 30

Jaws One Action +38 (+33, +28) to hit (magical, reach 20, sonic) 2d8 Sonic + 4d10+20 Piercing
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 20, sonic) 4d6+20 Piercing + 2d8 Sonic

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 120 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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 Two Actions (evocation, primal, sonic)

The slana emits a deafening roar. All creatures within a 100-foot cone take 16d8 sonic damage (DC 44 basic 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 One Action

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 Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Primal Innate Spells (DC 40, +32 to hit)

1st Level: Obscuring Mist (At Will)
2nd Level: Dispel Magic
4th Level: Freedom of Movement (Constant)
8th Level: Earthquake
9th Level: Storm Lord, Storm of Vengeance


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's roar echoes like thunder across the countryside, and denizens of the Mwangi fear a slana's approach whenever an oncoming storm's thunder seems more ferocious than its rain.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.