Innate Spellcasting: The luceten’s innate spellcasting ability is Charisma (spell save DC 14). The luceten can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle Magic Resistance: The luceten has advantage on saving throws against spells and other magical effects.
Magic Weapons: The luceten’s weapon attacks are magical. Charge: If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ( 2d8 ) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Ethereal Stride: The luceten and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Hooves: Melee Weapon Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) bludgeoning damage plus 7 ( 2d6 ) fire damage. Horn: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+4 ) piercing damage.
The luceten can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn. Hooves: The unicorn makes one attack with its hooves. Wreathed In Flames (Costs 2 actions): The luceten can shroud itself in magical fire dealing 2d6 fire damage to anyone within 5 ft of it. It may also grant resistance to fire damage to anyone riding it or any friendly creature within 5 ft. Heal Self (Costs 3 Actions): The luceten magically regains 11 ( 2d8+2 ) hit points.
Any