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Medium aberration, neutral

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

7 (+3) 17 (+3) 14 (+2) 5 (-3) 16 (+3) 8 (-1)

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

Special Traits

  • 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:


  • 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 (1/day). 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.


This blue-furred creature sports an elephantine trunk and a camel-like body.

The air around it seems to shimmer with magical potential, and it gazes around with doelike, intelligent eyes. 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 treasure-hunters. A typical disenchanter is 8 feet long and weighs 1,600 pounds.

Oblivious Opponent. Though not malicious, the disenchanter constantly hungers for, and draws its sustenance from, the very magical power that gives most adventurers their edge. The presence of a disenchanter instantly changes the nature of a battle, often forcing travelers to drastically change their tactics, relying solely on their wits and the strength of their arms. Disenchanters mean no harm, and their sociable nature leaves them content to travel with humanoids as docilely as a halftrained horse and can even be induced to serve as a mount or as a guard animal… as long as its companions do not possess magic to tempt its hunger. If it is treated well, a disenchanter may remain with travellers for long stretches, seeking both their goodwill and whatever scraps of magical essence they might feed it. This camaraderie, however, inevitably ends as soon as it senses stronger magics, at which point it gallops away to seek out and devour the source of the magical emanations.

Section 15: Copyright Notice

The Dragon’s Hoard #3 © 2021, Legendary Games; Lead Designer: Jason Nelson. Authors Matt Kimmel, Michael “solomani” Mifsud, Scott D. Young, Mark Hart, and Jeff Ibach.

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