Luceten | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Luceten CR: 5

Large celestial, lawful good
Armor Class: 13 natural armour
Hit Points: 42 ( 5d10+15 )
Speed: 50 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

10 +0

WIS

17 +3

CHA

16 +3

Saving Throws: Str +4, Con +3
Damage Immunities: Poison
Condition Immunities: Charmed, Paralyzed, Poisoned
Senses: Darkvision, Passive Perception 13
Languages: Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge Rating: 5

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.

1/day: Teleport (1/Day): The luceten magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the luceten is familiar with, up to 1 mile away.

3/day: Healing Touch (3/Day): The luceten touches another creature with its horn. The target magically regains 11 ( 2d8+2 ) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.


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.

Actions

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.

Legendary Actions

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.

Suggested Environments

Any


Created by

DMStretch.

Statblock Type

Monster

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