Large monstrosity, neutral

Armor Class 13 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 50 ft.

17 (+3) 17 (+3) 14 (+2) 5 (-3) 16 (+3) 8 (-1)

Saving Throws Wis +4
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 12
Challenge 3 (700 XP)


  • Vulnerable to Dispel Magic. A disenchanter targeted by a dispel magic spell must make a DC 13 Constitution saving throw, taking 17 (5d6) points of necrotic damage on a failed save, or half as much damage on a successful one.
  • Innate Spellcasting. The disenchanter’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The disenchanter can innately cast the following spells, requiring no material components: At-Will: detect magic, dispel magic 3/day: magic weapon 1/day: dimension door


  • Multiattack. The disenchanter makes two attacks with its hooves.
  • Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.
  • Trunk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: As a bonus action, casts dispel magic on the target.
  • Power Spray (Recharges on Long Rest). The disenchanter releases raw magical energy in a 20-foot cone through its trunk. Each creature in that area must make a DC 13 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw that attempt to cast a spell before the end of their next turn must make another DC 13 Constitution saving throw; if failed, the spell is ruined without effect and the spell slot is wasted.


The disenchanter is a blue-furred animal that resembles a single-humped camel with a prehensile trunk. It can sense magic, which it consumes for sustenance. When it finds a magic item, it suctions on with its trunk and drains the item of power in a few seconds, storing this power in its hump.

Disenchanters are social creatures, and often seek the companionship of other intelligent beings, making excellent mounts and trackers for treasurehunters. A typical disenchanter is 8 feet long and weighs 1,600 pounds.

Magic Feeder. All disenchanters exude a strong aura of magic, though this magic is unformed and holds no hint of a particular school. To those sensitive to magic, the air about a disenchanter shimmers and twists, as if it contained raw, chaotic power that it could shape at a moment’s notice.

For the most part, however, disenchanters do little to harness the power they absorb for sustenance, though some theorize that their aura may represent latent abilities that disenchanters have forgotten how to use—or is simply a lure designed to attract other beings with strong magic, thus helping the disenchanter hunt.

Disenchanters often seem to come from nowhere, stepping through walls and from behind trees, hunting magic. They go where the magic leads them—and when the magic has utterly gone from a swath of territory, the disenchanters move on, often following the trail of a wizard or some other source of magical power. Disenchanters deprived of magic rarely starve to death; instead, they simply disappear, folding back space and walking through to places unknown—other realities, perhaps, or secret places behind the worlds. Whether or not the disenchanters know where they’re going when this happens is unknown, as few humanoids can manage any real communication with the creatures, and so far no one has come forward with a well-supported theory.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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