Small Elemental, Neutral Good
Armor Class 19 Natural
Hit Points 22 (9d4 + 6)
Speed 0 ft., Fly 130 ft. Nonmagical barriers are unable to slow or impede The Haar
STR
6 (-2)
DEX
25 (+7)
CON
8 (-1)
INT
28 (+9)
WIS
30 (+10)
CHA
28 (+9)
Damage Vulnerabilities Force, Lightning, Thunder
Damage Resistances Acid, Fire, Force, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Necrotic, Psychic, Radiant
Senses Darkvision 60 ft., Truesight In sanctum only, Passive Perception 20
Languages All can commune with any being in its sanctum
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Mist Form. The Haar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If it encounters an obstacle, it will flow around it unhindered. 

Condensation. The haar may choose to make sections of itself solid. If it does, a separate tendril of the haar appears in a space within his lair. The Haar may do this only nine times in a day and may have multiple solid sections simultaneously. 

Legendary Expertise. All d20 rolls, except for hit dice, the Haar makes have advantage.

Legendary Resistance (3/Day). If the Haar or one of its Tendrils fails a saving throw, it can choose to succeed instead

Actions

Rush. If an enemy is within the Haar's line of sight and its movement, it rushes towards them and ends its turn in their space. They must then make a Constitution saving throw. If they fail, they take 15 [roll]3d8+5[/roll] damage and are thrown thirty feet away from The Haar, in the direction it traveled to reach them. If they succeed they may not move and become stunned for 3 minutes.

Consume. If the Haar begins its turn in the same space as, or an adjacent space to, another creature it can attempt to convert them to mist. They must make a DC 16 DEX save. If they fail they immediately take [roll]1d12[/roll] cold damage, and must choose either a piece of armor or a weapon to be destroyed. If they have no armor or weapons, they lose ten AC and all immunities become resistances for one day.

Reactions

Unappeasable Curiosity. Whenever a creature uses an ability, the Haar makes an investigation check against the target's deception check. If the Haar succeeds, it knows and is familiar with that ability.

Legendary Actions

As a bonus action, the Haar may:

Detect. The Haar makes a Wisdom (Perception) check

 

Description

The Ancient Haar is a larger, far older, and far more powerful specimen of haar. Having lived for millennia, and accumulated the knowledge of almost every race, he now serves as a custodian of his ancient wisdom. He enjoys conversing with mortals and acquiring new information. He will happily trade his knowledge for any new information he deems of equal value. He will only engage in battle if he is threatened, or in an undertaking he deems truly valuable.   

Lair and Lair Actions

It is from his lair that the Haar derives his true power. Like all haar, he is surrounded by a fog that is an extension of his will. Unlike other Haar, his fog extends for miles around, and it is from this fog that his true power derives. This fog can be considered in four separate zones. 

The haar currently lies at the bottom of a deep ravine, in the tower of a lighthouse he has constructed. The bottom of the ravine is a Forrest of The Haar's design.

The first zone is the approach. Here the fog is ankle-deep, The Haar can sense the number of creatures that are present here, and instill a vague feeling of dread in the minds of any trespassers.

 The second zone is the envelopment. This is when the fog is deep enough to completely surround all creatures who are large or smaller. In this zone, the Haar can detect the alignment and  Challenge Rating of all creatures who enter and is able to use The Haar's Wrath.

The third zone is the ravine. All sound is muffled, the light quality in this zone is dim regardless of the time of day. It is considered sunlight for all other purposes. Only creatures aligned with the Haar are able to have advantage. Weather and water altering spells have no effect on this fog. The Haar may use True Haar's Wrath and The Haar's Disdain. 

The last zone is the sanctum and is the floor of the ravine. This includes the forest and the lighthouse. In this zone, light is dim when not in sight of the lighthouse regardless of other effects. No magic may alter the fog. All creatures roll with disadvantage unless they are aligned with the Haar. The haar may telepathically communicate with any being in this zone. The Haar may use True Haar's Wrath, True Haar's Disdain, and may personally attack with any of its abilities. The only way to enter or leave this zone is by using normal movement.

 

See Haar for description of Haar's wrath. 

Haar's Disdain: every hour in which they move toward the lighthouse, every creature in this zone must pass an 18 check in their highest intelligence or charisma related skill to impress the Haar. If they fail they immediately take [roll]1d6-1[/roll]cold damage. 

True Haar's Wrath. Identical to Haar's wrath, except no modifier or ability is able to augment the saving throw. 

True Haar's disdain. Identical to Haar's Disdain except the check is now performed based on the lowest Intelligence or Charisma skill, and the victim suffers [roll]1d20+2[/roll] cold damage if they fail.

Habitat: Forest

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