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 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks are magical.
Trampling Hooves. When the unicorn hits a prone creature with a hooves attack, it deals an extra 13 (3d8) bludgeoning damage.
Aura of Protection. Allies within 30 feet of the unicorn gain a +2 bonus to AC while the unicorn is conscious.
Multiattack. The unicorn makes two attacks: one with its horn and one with its hooves.
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Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 6) piercing damage.
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Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Radiant Lance (Recharge 5–6). The unicorn lowers its armored head and fires a beam of radiant energy in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one.
Battlefield Charge. The unicorn takes the Dash or Disengage action. If it uses this to move at least 20 feet straight toward a creature, it can make one horn attack against that creature at the end of its movement.
Holy Rally (Recharge 5–6). The unicorn calls out with a divine whinny. One ally of its choice within 30 feet gains 10 temporary hit points and can immediately move up to half its speed without provoking opportunity attacks.
Shining Step. The unicorn teleports up to 15 feet to an unoccupied space it can see.
The armored assault unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
1. Crushing Hooves. The unicorn makes one hooves attack. If it hits, the target must succeed on a DC 18 Strength saving throw or be knocked prone.
2. Radiant Shield. The unicorn flares with divine light. Until the start of its next turn, it gains a +2 bonus to AC, and enemies within 10 feet take 7 (2d6) radiant damage if they hit it with a melee attack.
3. Holy Charge (Costs 2 Actions). The unicorn teleports up to 30 feet to an unoccupied space it can see. Immediately after teleporting, it makes a horn attack with advantage. If it hits, the target takes an additional 10 (3d6) radiant damage.
4. Blinding Flare (Costs 2 Actions). The unicorn releases a flash of radiant energy. Each creature of its choice within 15 feet must succeed on a DC 16 Constitution saving throw or be blinded until the end of their next turn.
5. Radiant Trample (Costs 3 Actions). The unicorn gallops through enemies in a line up to 20 feet long and 10 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 21 (6d6) bludgeoning damage plus 21 (6d6) radiant damage on a failed save, or half as much on a successful one. The unicorn can end this movement in any unoccupied space along the line.
Description
Divine Purpose. Unlike their gentler unicorn kin, armored assault unicorns are born (or reforged) for celestial war. They serve gods of justice, honor, and protection as shock cavalry, leading charges against fiends, undead legions, or armies of chaos.
Living Armor. Their radiant barding is not crafted by mortal smiths — it fuses to their celestial bodies, glowing with runes of warding. This armor is both symbolic and functional, making them living fortresses on the battlefield.
Battlefield Commanders. While they retain the unicorn’s purity and nobility, these steeds think tactically, rallying allies and smashing through enemy ranks with radiant fury. Mortals describe their presence as both inspiring and terrifying: a mix of divine beauty and unstoppable might.
Tactical Instincts. An armored assault unicorn prefers to:
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Open combat with a radiant lance or blinding flare to scatter enemy lines.
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Use charge + horn attacks on key threats (spellcasters, commanders, or siege engines).
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Protect allies with its aura of protection and holy rally.
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Retreat strategically with teleportation when cornered.
Sacred Guardians. They are most often found guarding temples of war-gods, planar gates, or celestial fortresses. When summoned to the mortal realm, they are usually gifts to paladins or champions of light — but never lightly, and always for a sacred cause.
Temperament. Unlike normal unicorns, which are shy and elusive, armored assault unicorns are proud and unflinching. They seek out battle, but only in defense of the righteous. They can be stern, even judgmental, seeing cowardice and cruelty as unforgivable sins.
Allies and Rivals.
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They often ride into battle alongside angels, devas, or exalted paladins.
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They view nightmare steeds and hellish mounts as their eternal rivals.
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A pair of armored assault unicorns charging side by side is a rare but legendary sight, said to echo like thunder across the planes.
Lair and Lair Actions
A Unicorn’s Lair
A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
Regional Effects
Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:
- Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creature are suppressed.
If the unicorn dies, these effects end immediately.
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