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AC 20 (full plate, heavy shield)

HP 150 (20d8 + 60; bloodied 75)

Speed 30 ft.

Proficiency +5; Maneuver DC 17

Saving Throws Int +7, Wis +10, Cha +8

Skills Insight +10 (+1d4), Medicine +10, Persuasion +8, Religion +10 (+1d8)

Damage Resistances radiant

Senses passive Perception 15

Languages any three

Anointed Healing. Whenever the archpriest casts a spell that restores hit points, that spell restores an extra 11 (2d10) hit points.

Magic Resistance. The archpriest has advantage on saving throws against spells and magical effects.

Spellcasting. The archpriest is a 20th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archpriest has the following cleric spells prepared.

Cantrips (at will): light , mending , sacred flame , spare the dying , thaumaturgy

1st-level (4 slots): bane , bless , cure wounds , inflict wounds

2nd-level (3 slots): hold person , lesser restoration , spiritual weapon

3rd-level (3 slots): bestow curse , dispel magic , revivify

4th-level (3 slots): banishment , stone shape , wall of fire

5th-level (3 slots): contagion , flame strike , greater restoration , mass cure wounds

6th-level (2 slots): blade barrier , planar ally , true seeing

7th-level (2 slots): conjure celestial , divine word , fire storm

8th-level (1 slot): antimagic field

9th-level (1 slot): mass heal


Multiattack. The archpriest attacks twice.

Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) radiant damage.

Flame Strike (5th-Level; V, S, M). A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.

Fire Storm (7th-Level; V, S). Flames roar from areas within 120 feet in a contiguous group of ten 10-foot cubes in an arrangement the archpriest chooses. Creatures in the area make a DC 18 Dexterity saving throw , taking 38 (7d10) fire damage on a failure or half damage on a success. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Holy Aura (8th-Level; V, S, M, Concentration). Holy radiance emanates from the archpriest and fills a 30-foot radius around them, targeting creatures in the area of the archpriest’s choice. Targets shed dim light in a 5-foot radius and have advantage on saving throws . Attacks made against a target have disadvantage. When a fiend or undead hits a target, the aura erupts into blinding light, forcing the attacker to succeed on a DC 18 Constitution saving throw or be blinded until the spell ends (up to 1 minute).

Mass Heal (9th-Level; V, S). Healing energy erupts from the archpriest and restores up to 700 hit points amongst any number of creatures within 60 feet that are not constructs or undead. Creatures healed in this way are also cured of any diseases , and any effect causing them to be blinded or deafened . In addition, on subsequent turns within the next minute the archpriest can use a bonus action to distribute any unused hit points.


Divine Word (7th-Level; V). The archpriest utters a primordial imprecation that targets other creatures within 30 feet. A target suffers an effect based on its current hit points. 

  • Fewer than 50 hit points: deafened for 1 minute.
  • Fewer than 40 hit points: blinded and deafened for 10 minutes.
  • Fewer than 30 hit points: stunned , blinded , and deafened for 1 hour.
  • Fewer than 20 hit points: instantly killed outright.

  Additionally, any celestial, elemental, fey, or fiend affected by this spell is immediately forced back to its home plane, and for 24 hours it is unable to return to the archpriest’s current plane by any means less powerful than a wish spell. Such a creature does not suffer this effect if it is already on its plane of origin. The archpriest can’t cast this spell and a 1st-level or higher spell on the same turn.


Archpriests head religious orders and often serve on a monarch’s council. Sometimes an archpriest is the highest-ranking leader in the land, and they are often considered the direct mouthpieces of their gods by those who worship.


CR 0–2 1d4 acolytes ; priest ; warhordling orc eye ; trickster priest ; acolyte with 1d4 commoners

Treasure 10 gp, silver ring etched with holy symbol (25 gp), 3 potions of healing

CR 3–4 2 priests ; priest with 1d4 acolytes ; priest with 1d8 commoners or 1d4 guards ; warhordling orc eye with 1d4 warhordling orc warriors ; trickster priest with cutthroat or 1d6 bandits

Treasure 50 gp, fine vestments (100 gp), 3 prayer books (25 gp each), staff of the python

CR 5–10 high priest with 1d8 acolytes , 1d6 cultists , or 2 priests ; high priest with bearded devil , elemental , knight , or walking statue ; priest with 2 knights or 1d8 soldiers ; shadow elf high priest with 1d8 shadow elf warriors

Treasure 200 gp, garnet-topped staff (150 gp), 3 rare holy books (200 gp each), 2 potions of superior healing , pearl of power

CR 11–16 archpriest ; high priest with holy knight and 4 soldiers ; high priest with bone devil , clay guardian , deva , or forgotten god ; shadow elf high priest with shadow elf champion warrior and 1d20 shadow elf warriors

Treasure gold-plated treasure box (200 gp) containing 1,000 gp and 4 tourmaline gemstones (100 gp each), gold holy symbol (250 gp), 2 spell scrolls of greater restoration , ring of protection

CR 17–22 archpriest with couatl , elemental , or holy knight ; archpriest with 2 knights or priests ; shadow elf high priest with shadow elf mage and 1 or 2 shadow elf champion warriors

Treasure 500 pp, only existing copy of a holy book (5,000 gp), spell scrolls of create undead or conjure celestial , candle of invocation , staff of healing

CR 23–30 archpriest with holy knight and 3 knights ; archpriest with high priest and 3 priests ; archpriest with clay guardian , deva , or guardian naga

Treasure 2,000 gp, gold chalice (2,500 gp), gold-and-diamond holy symbol (7,500 gp), gem prayer beads (10,000 gp), holy relic (10,000 gp), 2 potions of supreme healing , Ioun stone of insight , ring of spell turning

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.