Disenchanter (CR 17)
Huge Magical Beast
Alignment: Always neutral
Initiative: +6 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +7, and Spot +7
AC: 30 (-2 size, +6 Dex, +16 natural), touch 14, flat-footed 24
Hit Dice: 16d10+64 (152 hp); DR: 10/magic
Fort +14, Ref +16, Will +7
Speed: 30 ft.
Space: 15 ft./10 ft. (15 ft. with tongue)
Base Attack +16; Grapple +37
Attack: Tail slam + 21 melee, or tongue +21 melee
Full Attack: Tail slam + 21 melee, 2 hooves +15 melee, or tongue +21 melee
Damage: Tail slam 1d10+5, hoof 1d8+2, tongue see text
Special Attacks/Actions: Adhesive, constrict, disenchant, drain magic, improved grab
Abilities: Str 21, Dex 23, Con 18, Int 5, Wis 14, Cha 10
Special Qualities: detect magic, SR 30
Feats: Improved Disarm; Improved Sunder; Power Attack; Weapon Finesse; Weapon Focus (tail slam); Weapon Focus (tongue)
Skills: Hide -2, Jump +9, Listen +7, Move Silently +11, and Spot +7
Advancement: 17-25 HD (Huge); 26-51 HD (Gargantuan)
Climate/Terrain: Any land and underground
Organization: Solitary or pair
A disenchanter is ferocious in combat, drawn to opponents that are loaded down with magic items. It chooses the character with the most powerful items first, grappling with its tongue and trying to increase its strength. It sometimes tries to disarm an opponent, then runs away with a particularly powerful item until it has been drained of 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 rises 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 disenchanter a +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 it must make a successful Fortitude save (DC 20) or be reduced in power. On a failed save, the weapon permanently loses one randomly determined special ability. If the magic weapon has no more special abilities (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 (see below).
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 (1d4x10%) 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 point. 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).