Monster Spotlight: Disenchanter
CR 3
Neutral Large Magical Beast
Bestiary 3, pg. 81
Have you, the DM, ever wanted to make your players flee at top speed from an encounter they could otherwise stomp all over due to their superior armories? Have you ever wanted to make them feel more fear than they did when facing your last campaign final boss? Have you ever looked at your player's inventories and realized "you guys have way too much stuff?" Have you ever wanted to make them hate you with a ferocity you could have scarcely envisioned before? Then have I got an encounter for YOU!
Disenchanters are remnants from the times of D&D's innumerable "Gotcha" monsters who punish every player action you can imagine and exist as the manifestations of Gary Gygax's unyielding spite against any PC that survives past a single session. You may think I'm being hyperbolic here, but here's a question for you, my modern-day Pathfinder audience: What would you say if I told you there existed a monster that could teleport next to you and instantly destroy the most valuable item you owned? This is their whole gimmick.
Disenchanters are similar to Rust Monsters in many ways, monsters that make even raging Barbarians pause for thought before entering the fray due to the potential of losing their hard-earned gear, but Disenchanters go above and beyond by being scary for every member of the party, even ones without metal arms and armor. Their permanent Detect Magic lets them snuffle out some magical truffles, at which point their 50ft movespeed is usually enough to carry them directly into the fray, though they are not mindless in pursuit of food. They're not any more intelligent than children, but they ARE wise enough to avoid rushing straight into battle, and are more likely to follow a source of power from a distance and wait until they're distracted (or asleep) to make their move. This typically means they pop in while their targets are fighting something else, which is hair-tearing for parties who just got ambushed and now have something potentially worse on their hands than bandits or goblins.
Their stalking behavior is stymied somewhat by their complete lack of Stealth and their frankly eerie appearance, leading to many potentially dangerous confrontations when a group of travelers turns on the creature following them and tries to drive it away. Disenchanters have a pair of hooves for 1d6+2 damage, and once per day can blast an area with Power Spray, hosing a 20ft cone with undigested magical potential, everything in the blast taking 4d6 damage (DC 14 Reflex halves)... but of course, the single most dangerous thing about them isn't their damage potential, it's their trunk. This wormlike appendage targets touch AC, and instantly tries to Disenchant a single easily-reached magical item on its target. The wearer must make a Fortitude save versus the Disenchanter's caster level check (1d20+4), and if they fail, one of their magical items is drained of all of its magic. Permanently.
Yes, permanently. There is no coming back from the Disenchant. Artifacts and cursed items aren't threatened by this ability, but stuff like your Bag of Holding? A backpack that's now bursting at the seams. Your cool Ring of Wizardry? Slightly gaudy decoration. Your intimidating +5 Longsword of Slaying Everything That's Ever Existed? Now barely worth the steel it's made from... though anyone carrying something so formidable around isn't likely to fail that particular Fortitude save. Of course, if the Disenchanter waits for its target to be asleep, an unattended object has to use its own save, a which is 2+half it's caster level... which, in some cases, means the item might actually have a higher save than its owner, if it's owned by a Wizard or other caster.
Of course, there's no limit to the number of times a Disenchanter can try to snorf off an item's magic. If it has nothing better to do it can just try again, every round, until it succeeds, potentially destroying an item the party took real-life months to get. Once this happens, you're likely going to want payback! And with only DR 5/Magic and 15 AC protecting them, Disenchanters aren't likely to survive a single round against an infuriated party. They don't even have SR despite eating magic being their whole thing, and they possess the unique Vulnerable to Dispel Magic weakness, taking 1d6 damage per the user's caster level if they're ever affected by Dispel Magic as the abjuration unweaves their stores of digesting mana.
What they DO have is Dimension Door at 1/day to immediately escape any situation they've found themselves in, something they're more or less prompted to do the instant their theft is successful. Disenchanters aren't spiteful (unless hit with Dispel Magic, which sends them into a blind fury and makes them fight to the death) and are just here for a meal, and will abandon any fight as soon as they eat even one magic item unless they're confident they can eat more without trouble. Thus, much like with Rust Monsters and sacrificial gear, one of the easiest ways to avoid frustration is to toss the things a junk scroll, low-charge wand, or other unwanted magical item, which they will happily munch on before leaving with no further trouble.
So, of course, if a DM wants to actually make them a proper threat instead of a moderately worrying annoyance, one should take advantage of some specific quirks in their behavior, quirks that can be found in Misfit Monsters Redeemed: their social behavior, their magical fat, and their fixation on headwear. Disenchanters crave being around other creatures despite not sharing a language with any other beings--their alien method of communication involves breathing hallucinogenic vapor into people's faces and making them interpret the visions--but importantly they do not gather with others of their kind except during specific mating seasons. This means they're often found with other, more combat-oriented creatures, partnering with treasure hunters, paranoid mages and nobles, and even warriors who regularly battle mages, serving as partners, specialized Animal Companions, or even mounts. To assist with this specific function, Disenchanters can exhale magic onto weapons up to 3/day, blessing them with Magic Weapon and giving them an edge over any enemy without magical arms of their own.
Secondly, Disenchanters can go for weeks between feedings, storing excess mana in the grotesque hump on their back like a camel does water. They require no other sustenance but magic, so every part of their body teems with it, ironically making them nauseatingly unpleasant for many creatures to eat, so they're often avoided by predators. To intelligent hunters, though? Their mana-rich fat is worth its weight in platinum to a mage that can shape the undifferentiated mass or utilize the fat as a fuel source. Extracting this fat is invariably fatal for the poor beasts, which can potentially turn the stomachs of any good-hearted being who knows that Disenchanters sapient and typically just trying to survive, so a player party can be on either side of this operation, either trying to gather the fat or save the creatures from being hunted... with the added wrinkle that the creatures they're trying to save might just "repay" this kindness by slurping all the spellwork off their armor while they're not looking.
Finally, and most adorably, a Disenchanter can be a recurring headache for a party because of a curious quirk their species has: they have a fascination with magical headgear. Even if a magical circlet, headband, or hat is presented to them as food, Disenchanters won't actually eat it until they try it on, lifting it up onto their brow with their trunk and waiting for around 6 or so seconds to "measure" it in some way that isn't immediately obvious to onlookers. More often than not, they rip the item from their head in apparent frustration and swiftly drain it, but rarely some items are just left there, even if they grant no actual, functional benefits to the mana-drinking dromedary. What, precisely, they're after varies from creature to creature, but some Disenchanters are walking around rocking a Headband of Vast Intelligence +2 or a Hat of Disguise, or even weirdly specific gear like a Mask of Cutting Flesh or a Veil of Veils. Thus, a party may need to harass this particular Disenchanter for its headgear... or maybe the party has a hat the snuffling beast really, really wants, and is willing to kill to get.
Whatever the reason for it, the appearance of a Disenchanter--perhaps even the sudden appearance as it Dimension Doors in with its partner and/or other allies--is likely to send the players into a panic, if not the party, as they scramble to try and figure out what they can afford to lose to pay the toll these things ask of them. The best part? You're not safe anywhere! They prefer warm temperatures, but Disenchanters go where magic is found, so they will migrate literally anywhere they can get fed, be it a fey forest, the outskirts of a magical town, or even deep underground. Watch your packs.
You can read more about them here.















