Disenchanter
A bizarre creature resembling a cross between a dromedary camel and a cow with a muscular prehensile snout, shimmery electric blue and translucent
OSRIC
| Armor Class | 5 |
|---|---|
| Hit Dice | 5 |
| Number Encountered | 1d2 |
| Attacks | 1 |
| Damage | See below-special effect only |
| Move | 120-ft |
| Alignment | Neutral |
| Intelligence | Average |
| XP | 4/225+5/hp |
| Size | Medium (5-ft high at shoulder) |
| Frequency | Very rare |
| Lair | Nil |
The disenchanter resembles a rather bizarre cross between a dromedary camel and a cow, with a muscular prehensile snout stuck on for good measure. Colouration is a shimmery electric blue and the entire creature appears to be somewhat translucent and difficult for the eye to focus upon.
The disenchanter is a thaumivore, feeding on magical power. It sucks the dweomer from enchanted objects by attaching its snout to them with a successful “to hit” roll. One touch is all it takes to render any magic item (except major artifacts) completely inert. The creature has no other attacks and causes no physical damage of any kind. The muscular snout can be extended as much as 5-ft and the disenchanter is capable of detecting relative strengths of magic enchantment, knowing, for instance, that plate mail +5 will be a tastier morsel than a mere +1 ring of protection.
The disenchanter can only be hit by magic weapons but doing so will not affect the dweomer of the weapon; only the snout has the ability to disenchant items. Even the wisest and most learned of sages know nothing about the ecology of the disenchanter or why it seems to be able to sustain itself only with magic items.