Innate spellcasting: Neifion's spellcasting ability is charisma. He can cast the following spells, requiring no material components. His spell save DC is 24, +12 to spell attacks.
At will: Charm person, Detect magic, Disguise self, Feather fall, Silent image, Polymorph (self, bat form only)
3/day: Blur, Counterspell, Darkness, Dispel magic, Haste
1/day: Blight, Dimension door, Greater invisibility, True seeing
Spell master: Neifion can keep concentration on up to 2 concentration spells at once. However, while doing this he has dissadvantage on concentration checks. If he loses his concentration, he only loses concentration on 1 of the spells.
Legendary resistance: 3/day: When Neifion fails a saving throw, he can choose to succeed instead.
Magic resistance: Neifion has advantage on saving throws against magic.
Magic weapons: Neifion's melee weapon attacks are magical.
Shadow form: While in darkness, Neifion is always treated as if it had half cover.
Multiattack: Neifion makes two claw attacks and one bite attack attack.
Claw: Melee weapon attack: +14 to hit: Reach 10 ft., One target, hit: The creature takes (4d8+ 8) slashing damage. The creature must also make a DC 24 charisma saving throw or become blinded until the end of its next turn. If the target is already blinded the hit is a critical hit and the target takes an extra (3d8+ 2) slashing damage.
Bite: Melee weapon attack: +14 to hit: Reach 10 ft., One target, hit: The creature takes (5d6+ 5) piercing damage and if it is blinded it must succeed on a DC 24 charisma saving throw or lose its concentration if it is concentrating on a spell. If it is not concentrating on a spell, it instead loses its attunement to 1 magic item of the targets choice. If it is not attuned to any magic items, it is blinded for 1 minute instead of the normal duration of the blindness.
Archfey presence: Recharge 6: All creatures within a 60 ft. cube originating from Neifion must succeed on a DC 20 wisdom saving throw or become charmed or afraid of Neifion (his choice) for 1 minute. Neifion has advantage on attacks against any charmed creature and any hit against a charmed creature is a critical hit. Once a creature suffers a critical hit in this way, it is no longer charmed by Neifion. A creature that is afraid of Neifion is always treated as if it is blinded against Neifion's effects and has disadvantage on saving throws against Neifion. Once it fails a saving throw against Neifion, it is no longer afraid of him. A creature that succeeds on a saving throw against this effect has advantage on saving throws against this trait for 24 hours.
Neifion can take a reaction whenever he is targeted by a spell or within the area of a spell's effect and the caster of the spell is within distance of Neifion's walking speed.
Swipe: Neifion moves up to his speed and makes a bite attack. On a hit and if the target fails the saving throw, add the following effects. If it requires a spell attack roll, the creature has disadvantage on the spell attack. If the spell requires concentration, the spell fails and the caster takes necrotic damage equal to the level of the spell. If Neifion takes damage from an opportunity attack while moving, the target automatically succeeds on the saving throw and Neifion automatically loses concentration on one spell he was concentrationg on.
Neifion has 3 legendary actions, choosing from the options below. He can only use one option at a time and only at the end of another creature's turn.
Fang of fear: Cost, 1 action: Neifion makes a bite attack.
Claw in the dark: Cost, 1 action: Neifion makes a claw attack.
Shadow magic: Cost, 2 actions: Neifion casts a spell.
Archfey ability: Cost, 2 actions: Neifion regains the use of his archfey presence.
Shadow walk: Cost, 1 action: Neifion moves up to his speed.
Description
Neifion, the Lord of Bats is a tall, thin humanoid creature with long arms, black, leathery skin covered in dark matted fur. His wings spread 30 feet in each direction, and his claws can suck the life out of other creatures. A bite from his fangs tear at the soul of the target. However, his physical prowess is not his deadliest ability. He is a master manipulator, using disguises, deception and any underhanded technique needed. He will also use warlocks to spread influence in the material plane. Overall a master manipulator and deadly foe, Neifion is among the most powerful of the fey.
Lair and Lair Actions
Neifion resides in Darroch castle, a tall building made of black crystal in the feywild. The castle is filled with all manner of traps and creatures. The seat of his dark power, Neifion is able to control his aspect of the feywild from here.
Lair Actions
On initiative count 20 (losing initiative ties), Neifion takes a lair action to cause one of the following effects; Neifion can’t use the same effect two rounds in a row:
- All light sources within 60 feet of Neifion are extinguished.
- A swarm of bats descends and surrounds Neifion. Neifion gains (2d6+ 8) temporary hit points as they obscure vision and bolster him.
- One creature of Neifion's choice must make a DC 24 charisma saving throw or become blinded until the end of their next turn.
Regional Effects
The region containing Neifion's lair is dark, desolate and devoid of hope which creates one or more of the following effects:
- Neifion is aware of the presence of any creature in the area.
- There are no leaves on trees in the area.
- Any stone is black crystal.
- Any water runs uphill.
If the Neifion dies, these effects fade over the course of 2d4 days.