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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


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


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


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.


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


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.

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