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    Disenchanter (3pp)

    This creature resembles a massive blue furred camel with slightly translucent skin and a long snout that ends in a suction-like cup.

    Disenchanter CR 3

    XP 800
    N Large magical beast
    Init +3; Senses darkvision 60 ft.; Perception +7

    DEFENSE

    AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
    hp 37 (4d10+8)
    Fort +6; Ref +7; Will +3
    DR 5/magic

    OFFENSE

    Speed 30 ft.
    Melee snout +7 touch (disenchantment) or 2 hooves +6 (1d6+3)
    Space 10 ft.; Reach 5 ft.
    Spell-like Abilities (CL 12th):

    At willdetect magic

    TACTICS

    A disenchanter targets magical items carried or worn by an opponent. A disenchanter is able to discern the most powerful magical items in a group and always attack those items first, unless those items are 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 cannot be drained of their magical properties.

    STATISTICS

    Str 16, Dex 16, Con 14, Int 2, Wis 11, Cha 4
    Base Atk +4; CMB +8; CMD 21 (25 vs. trip)
    Feats Iron Will, Weapon Focus (snout)
    Skills Perception +7

    SPECIAL ABILITIES

    Disenchantment (Ex)

    A disenchanter that makes a successful touch attack with its snout drains one magic item carried or worn by the target (determined randomly by the GM). If the disenchanter aims at a particular item, it must make an attack roll against that item’s AC. Items worn or carried have an AC equal to 10 + its size modifier + the opponent’s Dexterity modifier (if any). A disenchanter does not provoke attacks of opportunity when using this ability.

    An item struck must succeed on a DC 14 Fortitude save or permanently lose all magical properties it possesses. An unattended magic item has a save bonus equal to 2 + one half its caster level. An attended magic item either makes its save as its owner or uses its own saving throw whichever is better. The save DC is Constitution-based. Disenchanters cannot affect artifacts.

    Source
    Tome of Horrors Complete
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