Monster I’d Like to Fight: Shadow Priests

Monster I'd Like to Fight: Shadow Priest Mid-Battle

Clandestine Leaders of Hidden Faiths

Habitat: Any; Treasure: Individual, Relic

Not all religious orders can operate openly. Some gather in private homes, while others hold secret ceremonies in forgotten, underground temples. Their beliefs often lean toward the extreme, and many are considered heretical or outright evil. Shrines to their gods are concealed in darkened alcoves and hidden chambers, away from prying eyes.

Shadow priests lead these dispersed and secretive orders. In daily life, they blend into society using deception and subterfuge. Their goal is to quietly expand their influence, biding their time until they can impose their god’s will.

Masters of darkness, shadow priests wield the very essence of shadow as both weapon and shield. When secrecy fails, they turn their enemies’ own shadows against them.

A shadow priest’s purpose can shift over time. Roll once or choose from a result from the Shadowy Motivations table to determine their current focus.

Shadowy Motivations

1d6The Religious Order Is…
1Masquerading as a benevolent church to generate wealth.
2Recruiting members through their rehabilitation work.
3Restoring a nearby temple to their god.
4Seeking positions of power within the city.
5Spreading misinformation about its adversaries.
6Working with organized crime to shape the future of the region.

Shadow Priest Disciple

Found in villages and towns, these initiates lead small sects or serve under a more powerful priest within a greater hierarchy.

Shadow Priest Disciple


Small or Medium Humanoid (Cleric), Evil

Armor Class 11

Hit Points 32 (5d8 + 10)

Speed 30 ft.

Initiative +1 (11)

MODSAVE
STR11+0+0
INT13+1+1
MODSAVE
DEX12+1+1
WIS16+3+3
MODSAVE
CON14+2+2
CHA10+0+0

Skills Perception +5, Religion +5, Stealth +3

Senses Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 15

Languages Common plus one other language

CR 1 (XP 200; PB +2)

Actions


Umbral Tendril. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 90 ft. Hit: 10 (2d6 + 3) Necrotic damage.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

  • At Will: Thaumaturgy
  • 1/Day Each: Bane, Command, Darkness

Bonus Actions


Shadow Step (2/Day). The priest teleports up to 60 feet to an unoccupied space in Dim Light or Darkness that it can see.

Shadow Priest

Shadow priests can be found in nearly every city, manipulate governments from the shadows. If multiple secretive orders exist, they may be working in opposition of each other.

Shadow Priest


Small or Medium Humanoid (Cleric), Evil

Armor Class 12

Hit Points 97 (13d8 + 39)

Speed 30 ft.

Initiative +2 (12)

MODSAVE
STR11+0+0
INT13+1+1
MODSAVE
DEX14+2+2
WIS18+4+7
MODSAVE
CON16+3+3
CHA12+1+4

Skills Perception +7, Religion +7, Stealth +5

Senses Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 17

Languages Common plus one other language

CR 5 (XP 1,800; PB +3)

Actions


Multiattack. The priest makes two Umbral Tendril attacks. It can replace one attack with a use of Spellcasting to cast Darkness.

Umbral Tendril. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 90 ft. Hit: 17 (3d8 + 4) Necrotic damage.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

  • At Will: Thaumaturgy
  • 2/Day Each: Command (level 3 version), Darkness, Dispel Magic, Nondetection

Bonus Actions


Shadow Step (2/Day). The priest teleports up to 60 feet to an unoccupied space in Dim Light or Darkness that it can see.

Shadow High Priest

Having spent years weaving themselves into society, high priests are trusted figures with powerful connections. They hold influence over key individuals and have strategically placed their disciples in positions of authority.

Shadow High Priest


Small or Medium Humanoid (Cleric), Evil

Armor Class 13

Hit Points 187 (25d8 + 75)

Speed 30 ft.

Initiative +3 (13)

MODSAVE
STR11+0+0
INT14+2+6
MODSAVE
DEX16+3+3
WIS20+5+9
MODSAVE
CON17+3+7
CHA15+2+6

Skills Perception +9, Religion +10, Stealth +7

Senses Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 19

Languages Common plus two other languages

CR 10 (XP 5,900; PB +4)

Actions


Multiattack. The priest makes three Umbral Tendril attacks. It can replace one attack with a use of Spellcasting to cast Darkness (level 4 version).

Umbral Tendril. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 90 ft. Hit: 23 (4d8 + 5) Necrotic damage.

Tear Shadows (Recharge 5–6). Wisdom Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 36 (8d8) Force damage and a Shadow appears in an unoccupied space within 5 feet of the target. The shadow is under the priest’s control and shares the priest’s Initiative count but acts immediately after the priest. The shadow vanishes if this action is used again or after 1 minute. Success: Half damage only.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

  • At Will: Darkness (level 4 version), Thaumaturgy
  • 2/Day Each: Command (level 5 version)Dispel Magic, Nondetection

Bonus Actions


Shadow Step (3/Day). The priest teleports up to 60 feet to an unoccupied space in Dim Light or Darkness that it can see.

Downloads

Further Reading

If you’re looking for something similar, check out the paladins stat blocks!

A shadow priest could be involved with the release of the seven deadly afflictions.

Imagery created with Midjourney.

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