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.
Juvenile mad slashers are known as mad slicers; they are smaller in size, and have only four legs. Older mad slashers grow additional legs, but are no longer able to move. They swell in size tremendously; eventually, their legs fall off, and soon after that, the engorged central eyeball is pierced from within by a multitude of tiny legs, and bursts to release a number of tiny offspring, which soon grow into mad slicers. A colony of slashers protects its elders with their lives.
Mad slashers do not speak.
Contents
Mad slicer
A grotesque, misshapen head that consists mostly of a single blinking eye is supported by four long, slender, spike-tipped limbs.
These are juvenile versions of the creatures.
Combat
Mad slicers fight just as other mad slashers do.
A mad slicer can be summoned with a summon aberrant creature II spell.
Mad slicer

Small aberration
Init +3; Senses darkvision; Perception +4
Defense
AC 15, touch 14, flat-footed 11 (+1 size, +3 Dex, +1 natural)
hp 13 (2d8+4)
Fort +2, Ref +3, Will +3
Offense
Speed 40 ft.
Melee Claw +6 (1d6)
Space 5 ft.; Reach 5 ft.
Statistics
Str 11, Dex 17, Con 15, Int 4, Wis 10, Cha 4
Base Atk +2; CMB +1; CMD 14 (18 vs. trip)
Feats Weapon Finesse, Whirlwind AttackB
Skills Perception +4, Survival +4
Morale resolute (+4)
Ecology
Environment warm forests
Organization solitary, pack (2d4), or nest (4d4 plus 1d6+4 mad slashers and 1d2 elder slashers)
Mad slasher
A grotesque, misshapen head that consists mostly of a single blinking eye is supported by six long, slender, spike-tipped limbs.
These are adult versions of the creatures.
Combat
Mad slashers become agitated at the promise of bloodshed and scuttle into combat to attack as many enemies at once as possible.
A mad slasher can be summoned with a summon aberrant creature IV spell.
Mad slasher

Medium aberration
Init +3; Senses darkvision; Perception +5
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 26 (4d8+8)
Fort +3, Ref +4, Will +4
Offense
Speed 40 ft.
Melee 2 claws +7 (1d8+1)
Space 5 ft.; Reach 5 ft.
Statistics
Str 13, Dex 17, Con 15, Int 6, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 17 (25 vs. trip)
Feats Combat Reflexes, Weapon Finesse, Whirlwind AttackB
Skills Perception +5, Survival +5
Morale resolute (+4)
Ecology
Environment warm forests
Organization solitary, cluster (1d4+1), or nest (1d6+4 plus 4d4 mad slicers and 1d2 elder slashers)