Mad Slasher

Medium Aberration Hit Dice: 4d8+8 (26 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +3/+4 Attack: Claw +6 melee (1d8+1) Full Attack: 2 claws +6 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +4, Will +4 Abilities: Str 13, Dex 17, Con 15, Int 6, Wis 10, Cha 6 Skills: Survival +7 Feats: Combat Reflexes, Weapon Finesse, Whirlwind AttackB Environment: Warm forests Organization: Solitary, cluster (2–5), or nest (5–10 plus 1–2 leaders with 6 HD) XP Value: 600 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually chaotic evil Advancement: 5–6 HD (Medium); 7–12 HD (Large) Level Adjustment: —

A grotesque, misshapen head that consists mostly of a single blinking eye is supported by six long, slender, spike tipped limbs.

The mad slasher is a whirling dervish of death. It walks on two or three of its strange spike-tipped limbs, pushing itself along at a reasonable clip while keeping its head low to the ground. When it fights, its limbs rise and slash like whips, bringing its spikes to bear in a terrible whirlwind of tearing flesh.

Mad slashers absorb food through small, mouthlike runnels on the underside of their limbs. They emit from their runnels a horrible tittering, which becomes louder and more frenetic the more blood the slashers spill. Mad slashers do not speak.

Combat Mad slashers become agitated at the promise of bloodshed and scuttle into combat to attack as many enemies at once as possible.

Mad Slasher

The World Born Dead mrlost