Spellcasting Ability: Charisma Spell Attack Bonus: +11, Spell Save DC: 19
Evil Aura: Any creature that starts its turn within 10 feet of the Lainero must succeed on a DC 15 Wisdom saving throw, or become frightened until the start of its next turn. If a creature has succeeded on this saving throw once within the past 8 hours, it has advantage when making this saving throw again. Improved Initiative: The Lainero gains a +5 bonus to its initiative score. Magic Resistance: The Lainero has advantage on saving throws against spells and other magical effects. Powerful Attacks: A weapon attack deals one extra die of its damage when the Lainero hits with it (included in the attack), and these weapon attacks are magical.
Multiattack: The Lainero makes 5 attacks It can use 3 of these attacks to instead cast a spell or use its Invoke Flame action. Lainero Crusher: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 32 5d8+10 bludgeoning damage. Lainero Bow: Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: 27 3d12+7 piercing damage plus 10 3d6 lightning damage from magical arrows. The target must succeed a DC 20 Constitution save or be stunned until the start of their next turn. If the target is soaked or in water, all targets within a 15 ft. sphere must make the same save. Invoke Flame (Recharge 5-6): The Lainero does one of the following: The Lainero exhales fire in a 30-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 52 15d6 fire damage on a failed save, or half as much damage on a successful one. Thrusting its weapon into the ground, the Lainero detonates a wave of flame that sweeps out from it. Each creature in a 20-foot circle originating from the Lainero must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 42 12d6 fire damage, is pushed 10 feet away from it and knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.
Gleaming Dodge: When attacked by a creature it can see, the Lainero halves the damage it takes—unless the damage is necrotic.
The golden Lainero 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 golden Lainero regains spent legendary actions at the start of its turn. Detect: The Lainero makes a Wisdom (Perception) check. Withdraw: The Lainero uses the Disengage action, and moves up to half its speed. Attack (Costs 2 Actions): The Lainero moves up to half its speed and makes a melee weapon attack.