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18th-level Monster Conversions
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<blockquote data-quote="the Jester" data-source="post: 4815315" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">DISENCHANTER</span></strong></p><p>Disenchanters are bizarre-looking beasts similar in appearance to large glowing blue anteaters. Instead of ants, however, they feed on the dweomers of magical objects. Disenchanters are formidable physical opponents, as well, having club-like tails.</p><p></p><p><strong><span style="font-size: 12px">DISENCHANTER BLUDGEONER--- Level 18 Brute</span></strong></p><p>Large fey magical beast --- XP 2000</p><p>---</p><p><strong>Initiative</strong> +15; <strong>Senses</strong> Perception +11; sense magic 6</p><p><strong>HP</strong> 212; <strong>Bloodied</strong> 106</p><p><strong>AC</strong> 30; <strong>Fortitude</strong> 30; <strong>Reflex</strong> 28; <strong>Will</strong> 32</p><p><strong>Speed</strong> 8</p><p>---</p><p><strong>[Melee basic] Tail Club</strong> (standard; at will): Reach 2; +21 vs. AC; 2d10+7 damage. </p><p></p><p><strong>[Melee] Blow to the Head</strong> (standard; encounter): Reach 2; +19 vs. Fortitude; 4d8+7 damage, plus target is stunned (save ends).</p><p></p><p><strong>[Melee] Disenchanting Snout</strong> (standard; recharge 3 4 5 6) <strong>Psychic: </strong>Reach 3; +19 vs. Reflex; 2d6+7 psychic damage, plus target puts three wear points on the target’s magical armor, weapon or implement in hand, shield, neck slot item, arms slot item (other than shields), waist slot item or feet slot item (in order of preference). If the magic item has two wear points, reduce its enhancement bonus by 1. If it has three wear points, the item is destroyed. The item can sustain one additional wear point per tier without harm.</p><p></p><p><strong>Sense Magic:</strong> The disenchanter instinctively knows the level and location of all magical items within 6 squares of itself.</p><p>---</p><p><strong>Alignment</strong> unaligned; Languages -</p><p><strong>Str </strong>26; <strong>Dex</strong> 22; <strong>Wis </strong>15</p><p><strong>Con</strong> 22; <strong>Int</strong> 4; <strong>Cha</strong> 22 </p><p></p><p></p><p><strong><span style="font-size: 12px">DIRE DISENCHANTER--- Level 25 Brute</span></strong></p><p>Huge fey magical beast--- XP 7000</p><p>---</p><p><strong>Initiative</strong> +19; <strong>Senses </strong>Perception +13; sense magic 6</p><p><strong>HP</strong> 282; <strong>Bloodied </strong>141</p><p><strong>AC</strong> 36; <strong>Fortitude</strong> 38; <strong>Reflex </strong>35; <strong>Will </strong>41</p><p><strong>Speed</strong> 8</p><p>---</p><p><strong>[Melee basic] Tail Club</strong> (standard; at will): Reach 2; +28 vs. AC; 3d8+9 damage. </p><p></p><p><strong>[Melee] Dire Charge</strong> (standard; recharges when no enemy is within 4 of the dire disenchanter): The dire disenchanter charges. If it hits it knocks the target prone and puts a wear point on the target’s magical armor, shield, weapon or implement in hand or arm slot item (other than a shield). </p><p><strong></strong></p><p><strong>[Melee] Blow to the Head</strong> (standard; encounter): Reach 2; +26 vs. Fortitude; 5d10+9 damage, plus target is stunned (save ends).</p><p></p><p><strong>[Melee] Disenchanting Snout</strong> (standard; recharge 3 4 5 6) <strong>Psychic:</strong> Reach 3; +26 vs. Reflex; 4d6+9 psychic damage, plus target puts three wear points on the target’s magical armor, weapon or implement in hand, shield, neck slot item, arms slot item (other than shields), waist slot item or feet slot item (in order of preference). If the magic item has two wear points, reduce its enhancement bonus by 1. If it has three wear points, the item is destroyed. The item can sustain one additional wear point per tier without harm.</p><p></p><p><strong>Sense Magic:</strong> The disenchanter instinctively knows the level and location of all magical items within 6 squares of itself.</p><p>---</p><p><strong>Alignment</strong> unaligned; Languages -</p><p><strong>Str</strong> 28; <strong>Dex</strong> 24; <strong>Wis </strong>15</p><p><strong>Con</strong> 22; <strong>Int</strong> 2; <strong>Cha</strong> 24</p></blockquote><p></p>
[QUOTE="the Jester, post: 4815315, member: 1210"] [B][SIZE="5"]DISENCHANTER[/SIZE][/B] Disenchanters are bizarre-looking beasts similar in appearance to large glowing blue anteaters. Instead of ants, however, they feed on the dweomers of magical objects. Disenchanters are formidable physical opponents, as well, having club-like tails. [B][SIZE="3"]DISENCHANTER BLUDGEONER--- Level 18 Brute[/SIZE][/B] Large fey magical beast --- XP 2000 --- [B]Initiative[/B] +15; [B]Senses[/B] Perception +11; sense magic 6 [B]HP[/B] 212; [B]Bloodied[/B] 106 [B]AC[/B] 30; [B]Fortitude[/B] 30; [B]Reflex[/B] 28; [B]Will[/B] 32 [B]Speed[/B] 8 --- [B][Melee basic] Tail Club[/B] (standard; at will): Reach 2; +21 vs. AC; 2d10+7 damage. [B][Melee] Blow to the Head[/B] (standard; encounter): Reach 2; +19 vs. Fortitude; 4d8+7 damage, plus target is stunned (save ends). [B][Melee] Disenchanting Snout[/B] (standard; recharge 3 4 5 6) [B]Psychic: [/B]Reach 3; +19 vs. Reflex; 2d6+7 psychic damage, plus target puts three wear points on the target’s magical armor, weapon or implement in hand, shield, neck slot item, arms slot item (other than shields), waist slot item or feet slot item (in order of preference). If the magic item has two wear points, reduce its enhancement bonus by 1. If it has three wear points, the item is destroyed. The item can sustain one additional wear point per tier without harm. [B]Sense Magic:[/B] The disenchanter instinctively knows the level and location of all magical items within 6 squares of itself. --- [B]Alignment[/B] unaligned; Languages - [B]Str [/B]26; [B]Dex[/B] 22; [B]Wis [/B]15 [B]Con[/B] 22; [B]Int[/B] 4; [B]Cha[/B] 22 [B][SIZE="3"]DIRE DISENCHANTER--- Level 25 Brute[/SIZE][/B] Huge fey magical beast--- XP 7000 --- [B]Initiative[/B] +19; [B]Senses [/B]Perception +13; sense magic 6 [B]HP[/B] 282; [B]Bloodied [/B]141 [B]AC[/B] 36; [B]Fortitude[/B] 38; [B]Reflex [/B]35; [B]Will [/B]41 [B]Speed[/B] 8 --- [B][Melee basic] Tail Club[/B] (standard; at will): Reach 2; +28 vs. AC; 3d8+9 damage. [B][Melee] Dire Charge[/B] (standard; recharges when no enemy is within 4 of the dire disenchanter): The dire disenchanter charges. If it hits it knocks the target prone and puts a wear point on the target’s magical armor, shield, weapon or implement in hand or arm slot item (other than a shield). [B] [Melee] Blow to the Head[/B] (standard; encounter): Reach 2; +26 vs. Fortitude; 5d10+9 damage, plus target is stunned (save ends). [B][Melee] Disenchanting Snout[/B] (standard; recharge 3 4 5 6) [B]Psychic:[/B] Reach 3; +26 vs. Reflex; 4d6+9 psychic damage, plus target puts three wear points on the target’s magical armor, weapon or implement in hand, shield, neck slot item, arms slot item (other than shields), waist slot item or feet slot item (in order of preference). If the magic item has two wear points, reduce its enhancement bonus by 1. If it has three wear points, the item is destroyed. The item can sustain one additional wear point per tier without harm. [B]Sense Magic:[/B] The disenchanter instinctively knows the level and location of all magical items within 6 squares of itself. --- [B]Alignment[/B] unaligned; Languages - [B]Str[/B] 28; [B]Dex[/B] 24; [B]Wis [/B]15 [B]Con[/B] 22; [B]Int[/B] 2; [B]Cha[/B] 24 [/QUOTE]
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