<1>
FREQUENCY: Very rare ([Cold Civilized Plains],
[Cold Civilized Desert]), ([Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY: Very rare ([Temperate Civilized
Plains], [Temperate Civilized Desert])
FREQUENCY: Very rare ([Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Very rare ([Tropical Civilized
Plains], [Tropical Civilized Desert])
FREQUENCY: Very rare ([Tropical Wilderness
Plains], [Tropical Wilderness Desert])
FREQUENCY: Very rare ([Dungeon Level IV])
NO. APPEARING: 1-2
ARMOR CLASS: <(MW)> 5
MOVE: 12"
HIT DICE: 5
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: See below - special effect
only
SPECIAL ATTACKS: Disenchants - see below
SPECIAL DEFENSES: Can only be hit by magical
weapons
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (5' high at shoulder)
LEVEL/X.P. VALUE: IV | 205 + 5
SAVES: 11.12.13.13.14
The disenchanter resembles a spindly dromedary-like
animal with a long,
flexible and muscular snout which can
extend as much as 5' from the head in attack.
It is a pale electric-blue
in colour and slightly translucent;
sometimes it may even be seen to shimmer
discernably. <2>
The creature has the power to detect
magical dweomer --
from magical
armour,
shields,
swords
and the like --
on which it feeds,
drawing its sustenance from the powerful
enchantments such items carry.
It is reasonably discerning in this power,
being able for instance to distinguish
between armour of etherealness && +1 armour,
and selecting the former as containing
stronger radiation.
<note:
see detect magic - all magical items
have a specific aura strength - you could use XP or GP to break ties>
<define
discernment: better than a cleric, not as precise as an MU?>
Disenchants: Should the beast encounter
a party of adventurers it will be able to detect the most powerful magical
item present and will attempt,
as its attack,
to fasten its snout onto the item in question.
If it scores a hit,
it will drain the magical power,
leaving the item unmarked but non-magical.
<3>
Referees will have to consider the ease
with which the disenchanter would be able to 'attack' a particular item,
despite the DEX
of its snout.
Generally speaking<,> it will attempt
a relatively simple disenchantment --
say on a magical shield within easy reach
--
rather than attempt a more difficult attack,
say on a more powerful magical item hidden
in a backpack || sheath.
<note: if both are within
equal reach, then the disenchanter probably defaults to the most powerful
item. see note above>
The disenchanter can only be hit by magical
weapons,
but these will not lose their enchantment
in hitting the beast --
only with its snout can the creature disenchant
magical
items.
No-one has ever discovered a disenchanter
lair,
nor come to any proven conclusion about
its metabolism,
which at the least can be described as
curious.
by Roger Musson
<1: nice
image, but see text>
<2:
gif?>
<3:
this would be like a called shot - not official, but one example of this
is given in Dragon 114>
Q. What
happens to cursed armour
and/or weaponry when hit in combat
by a rust monster or disenchanter?