Slana
CREATURE 20The 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.
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.
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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.
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.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.