Disenchanter
Description
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.
Combat Stats
- Melee
- trunk +7 touch (disenchant), 2 hooves +2 (1d6+2)
- Space
- 10 ft.
- Reach
- 5 ft. (10 ft. with trunk)
- DR
- 5/magic
Ability Scores
Special Attacks
Power Spray — Once per 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 Reflex save for half). Creatures immune to magic effects that allow spell resistance (such as golems) are immune to this ability. The save DC is Constitution-based.
Feats
Special Abilities
Special Abilities
Feats, Traits & Items
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills
Escape Artist +5, Perception +9
Spells
- Type
- Magical Beast
- Alignment
- N
- Size
- Large
- Environment
- warm land
- Organization
- solitary, pair, or family (2 adults and 1-2 calves with the young creature template)
- Treasure
- none
- Senses
- darkvision 60 ft., detect magic, low-light vision; Perception +9
- Languages
- none
- Source
- Bestiary 3