DISENCHANTER

Large Magical Beast

Hit Dice: 5d10+10 (37 hp)

Initiative: +3 (Dex)

Speed: 50 ft

AC: 15 (-1 size, +3 Dex, +3 natural)

Attacks: Snout +8 melee

Damage: Snout 0 and disenchantment

Face/Reach: 5 ft by 10 ft/5 ft

Special Attacks: Disenchantment

Special Qualities: Detect magic, damage reduction 10/+1, darkvision 60 ft

Saves: Fort +6, Ref +7, Will +1

Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 11, Cha 4

Skills: Listen +3, Spot +4

Feats: Weapon Focus (snout)

 

Climate/Terrain: Any land and underground

Organization: Solitary or pair
Challenge Rating: 3

Treasure: None

Alignment: Always neutral

Advancement: 6-12 HD (Large); 13-15 HD (Huge)

 

The disenchanter resembles a spindly dromedary-like animal with a long, flexible snout. It is pale blue in color and slightly translucent.

 

COMBAT

A disenchanter cannot directly harm an opponent; rather, it targets magical items carried or worn by an opponent.

   A disenchanter is able to discern the most powerful magical items in a group and will always attack those items first, unless the item is too difficult to reach (such as hidden in a backpack), in which case the disenchanter will choose to attack a more readily available item (such as a magical shield). It fastens its snout onto an item and drains the item’s magical properties. Magical weapons striking a disenchanter will not be drained of their magical properties.

   Disenchantment (Ex): A disenchanter that makes a successful touch attack with its snout causes the target magical item to be instantly and permanently drained of any magic it possesses.

   Items worn or carried have an AC equal to the target creature’s Dexterity modifier plus any magical deflection bonus (such as from a ring of protection) to AC the creature may have. For example, if the disenchanter attacks a creature with Dexterity 14 (+2 bonus) wearing +1 plate armor, it needs only to hit AC 12 (+2 for the Dexterity bonus). The armor bonus does not apply.

   A held object receives a +5 bonus to AC because the creature can quickly move it out of harm’s way.

   An item struck receives a Fortitude save (DC 14) to negate the effects of the disenchantment. The save is equal to the target creature’s base Fortitude save bonus as long as the targeted item is being held, touched or worn. Otherwise, the magic item has a base save bonus of 2 + one-half its caster level (see the DMG page 176).

   If the save is successful, the item retains its magic. If failed, it becomes a normal non-magical item forevermore.

   Detect Magic (Su): A disenchanter can continuously detect magic as the spell cast by a 12th-level sorcerer. It can suppress or resume this ability as a free action.

 

 

The Disenchanter first appeared in the 1e FF (1981).