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
1d6 | The Religious Order Is… |
---|---|
1 | Masquerading as a benevolent church to generate wealth. |
2 | Recruiting members through their rehabilitation work. |
3 | Restoring a nearby temple to their god. |
4 | Seeking positions of power within the city. |
5 | Spreading misinformation about its adversaries. |
6 | Working 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)
MOD | SAVE | ||
STR | 11 | +0 | +0 |
INT | 13 | +1 | +1 |
MOD | SAVE | ||
DEX | 12 | +1 | +1 |
WIS | 16 | +3 | +3 |
MOD | SAVE | ||
CON | 14 | +2 | +2 |
CHA | 10 | +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)
MOD | SAVE | ||
STR | 11 | +0 | +0 |
INT | 13 | +1 | +1 |
MOD | SAVE | ||
DEX | 14 | +2 | +2 |
WIS | 18 | +4 | +7 |
MOD | SAVE | ||
CON | 16 | +3 | +3 |
CHA | 12 | +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)
MOD | SAVE | ||
STR | 11 | +0 | +0 |
INT | 14 | +2 | +6 |
MOD | SAVE | ||
DEX | 16 | +3 | +3 |
WIS | 20 | +5 | +9 |
MOD | SAVE | ||
CON | 17 | +3 | +7 |
CHA | 15 | +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.

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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.
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