Upheaval

Disenchanter

CR 3, N Large Magical beast

Senses: Perception 9, Darkvision 60, Detect magicThe creature can detect magic (per the spell) in line-of-sight., Low Light Vision

Speed: 50 ft.  Skills: None

Languages: None

Ability Scores: Str 19 (+9), Dex 17 (+8), Con 14 (+7), Int 5 (-2), Wis 12 (+2), Cha 8 (+0)

INIT: +3  CP: +4  HP: 30 (4d10+8)  SA: 6  DC: 16

AC: 15  Touch: 12  Flat-footed: 12 [+3 Dodge, +3 Natural, -1 Size]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: Magical Weapons  Effect Immunity: --

QUALITIES

Vulnerable to Dispel Magic (ex) - A Disenchanter targeted by dispel magic takes 1d6 points of damage per caster level (maximum 10d6, con save for half).

Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect

ACTIONS
Attacks

Power Spray (su, 1/day) - A Disenchanter can release a 20-foot cone-shaped burst of raw magical energy through its trunk. Creatures in the cone take 4d6 points of damage (DC 14 Dex save for half). Creatures immune to magic effects that allow spell resistance (such as golems) are immune to this ability.

Disenchant (ex) - The Disenchanter can use its trunk to make a touch attack against a target's worn, held, or carried magic item in an attempt to drink the item's magic. The Disenchanter makes a spell attack opposed by the target's Con save. If the check succeeds, the Disenchanter drains the item's magic, rendering it nonmagical. Artifacts are immune to this ability. Disenchant only works against objects that a Disenchanter can touch, and even a thin layer of cloth effectively protects items from it.

Spell Like Abilities (1/day)Spell Like Abilities (3/day)
DESCRIPTION

Environment: warm land

Organization: None

Treasure: none

This blue-furred creature sports a short trunk and a camel-like body. The air around it seems to shimmer with magical energy.

A disenchanter is a blue-furred creature that resembles a single-humped camel with a prehensile trunk. The creatures can sense magic, which they consume for sustenance, draining the power of magic items and storing their magical energy in their humps. Disenchanters are social creatures, and often seek the companionship of other intelligent beings, making excellent mounts and trackers for treasure hunters. A typical disenchanter is 8 feet long and weighs 1,600 pounds.

The disenchanter is greatly feared for the damage it can cause. Much like a rust monster, it feeds on objects most adventurers hold near and dear to their hearts-magic items. A typical disenchanter is about 8 feet long and weighs 600 pounds. 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. A disenchanter's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.