DISENCHANTER (Eater of Magic) (Magic Eater)

<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
?