Disenchanter

Huge Magical Beast
Hit Dice: 16d10+64 (152 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 30 (−2 size, +6 Dex, +16 natural), touch 14, flat-footed 24
Base Attack/Grapple: +16/+37
Attack: Tail slam +21 melee (1d10+5), or tongue +21 melee (see text)
Full Attack: Tail slam +21 melee (1d10+5), 2 hooves +15 melee (1d8+2), or tongue +21 melee (see text)
Space/Reach: 15 ft./10 ft. (15 ft. with tongue)
Special Attacks: Adhesive, constrict, disenchant, drain magic, improved grab
Special Qualities: Darkvision 60 ft., damage reduction 10/magic, detect magic, low-light vision, spell resistance 30
Saves: Fort +14, Ref +16, Will +7
Abilities: Str 21, Dex 23, Con 18, Int 5, Wis 14, Cha 10
Skills: Hide −2, Jump +9, Listen +7, Move Silently +11, Spot +7
Feats: Improved Disarm, Improved Sunder, Power Attack, Weapon Finesse, Weapon Focus (tail slam), Weapon Focus (tongue)
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: 17–25 HD (Huge); 26–51 HD (Gargantuan
Level Adjustment:

Disenchanters are the result of experimentation by a group of desperate generals who needed a beast of war capable of reducing the magical strength oftheir enemies. The experiment went a bit too well, and numerous disenchanters escaped their creators and now roam the wilds, searching for magic to consume.

A disenchanter is a powerfully built quadruped with an elongated neck and head. It has a sturdy tail that ends in a knotty ball the size of a man’s head. Its hide is covered in silvery scales that glint in the sunlight. Its most impressive feature is its tongue, which can extend 15 feet from its mouth. This tongue is extremely tough and flexible and is split at the end.

A surly beast by nature, a disenchanter is constantly hungry. It can sense a strong magical aura from up to 10 miles away and is drawn to such an aura. The disenchanter ignores individuals that do not radiate magic and lopes away if no food is to be found, even if it is attacked.

Combat

A disenchanter is ferocious in combat, drawn to opponents that are loaded down with magic items. It chooses the st, grappling with its tongue and trying to increase its strength. It some character with the most powerful items fi times tries to disarm an opponent, then runs away with a particularly powerful item until it has been drained of all magic before returning for more.

While draining magic, a disenchanter can still attack with its hooves and powerful tail, and it thrashes about wildly while feeding. The creature often uses its tongue to grapple and constrict an opponent.

Adhesive (Ex): A disenchanter's tongue is coated with a powerful adhesive that allows it to hold creatures or items fast in order to feed. This adhesive gives the disenchante +8 bonus on grapple checks and disarm attempts.

Constrict (Ex): With a successful grapple check, a disenchanter can constrict a grabbed opponent held by its tongue, dealing 2d6+6 points of bludgeoning damage.

Detect Magic (Su): A disenchanter is always aware of any magical auras within 60 feet, and it can instantly determine the number, strength, and location of each aura. This ability is otherwise similar to the detect magic spell.

Disenchant (Su): Magic weapons that successfully hit the disenchanter deal normal damage, but must make a successful Fortitude save (DC 20) or be reduced in power. On a failed save, the weapon permanently loses one randomly determined property. If the magic weapon has no more properties (or never had any), then the disenchanter permanently drains 1 point of its enhancement bonus.

Magic items that are disenchanted in this way do not give the disenchanter temporary hit points the way its drain magic ability does.

Drain Magic (Su): If a disenchanter hits an opponent with its tongue attack, it can choose to drain any magic items that the opponent might have. It affects magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings), and anything remaining.

The disenchanter can choose to keep its tongue stuck to the item until it is completely drained. Each full round that the tongue is attached to an item, the disenchanter drains a special ability or 1 point of enhancement bonus, or 10 to 40 percent (1d4×10%) of any remaining charges for charged items such as wands. For every special ability or point of enhancement bonus that the disenchanter drains, it gains 10 temporary hit points. For every charge it drains, it gains 1 temporary hit point.

An opponent can attempt a Strength check (DC 23) to pry an item away from the disenchanter's adhesive tongue. A disenchanter can still attack with its hooves and tail slam while attached to an item.

Improved Grab (Ex): If a disenchanter hits an opponent that is at least one size category smaller than itself with a tongue attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37, including the bonus from its adhesive), If it gets a hold, it also constricts on the same round. Thereafter, the disenchanter usually simply uses its tongue to hold the opponent (−20 penalty on grapple check, but the disenchanter is not considered grappled).

Source: Fiend Folio, page 62. Changes applied as per the D&D® v.3.5 Accessory Update.