Disenchanter Solitary, Large, Magical, Devious, Planar
Trample (w[2d6] damage) 12 HP 0 armor

Native to the Plane of Order, the Disenchanter finds passage into our world when anti-magic pervades an area. Once anti-magic has taken hold of a location, the Disenchanter steps through the veil; and then it begins to wander. Mages and clergy fear the Disenchanter: a towering, camel-like creature with dark blue fur and a long, elephant-like trunk. Wispy blue tendrils reach out from the trunk, and anything the Disenchanter touches is drained of its magical properties. Amulets go dim, idols turn mundane, and wizards forget spells. But despite the Disenchanter's appetite, it is a docile thing. Seldom does the Disenchanter seek to harm others, and sometimes they even make companionship -- as long as its master can consistently feed it magic. Instinct: to consume magic

  • Sniff out magic from miles away
  • Teleport a short distance
  • Make someone temporarily forget a spell
  • Permanently disenchant something
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.

Created by: Neon Knight

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