b'Disenchanter \n'b'  Medium   aberration ,  neutral  \n'b'  Armor Class  13 (natural armor)  Hit Points  112 (15d10 + 30)  Speed  50 ft.\n'b' STATS STR: 7 (+3) DEX:  17 (+3)  CON:  14 (+2)  INT:  5 (-3)  WIS:  16 (+3)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wisdom  +4  Skills   Perception  +4  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' Special Traits \n'b'\n'b'  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. \n'b'  Innate Spellcasting . The disenchanter\xe2\x80\x99s 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:\n'b'\n'b'\n'b'  At-Will :  detect magic ,  dispel magic   3/day :  magic weapon   1/day :  dimension door  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The disenchanter makes two attacks with its hooves. \n'b'  Hooves .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 13 (3d6 + 3) bludgeoning damage. \n'b'  Trunk .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : as a bonus action casts  dispel magic  on the target. \n'b'  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. \n'b'\n'b' About \n'b' This blue-furred creature sports an elephantine trunk and a camel-like body. \n'b' 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. \n'b'  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\xe2\x80\xa6 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.'