The High Priestess
The High Priestess — The Encounter
Veiled oracle of the moon, keeper of hidden waters · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is The High Priestess
She is the keeper of the threshold between the seen and the unseen, the second of the great arcana, who sits where two pillars frame a veil no profane hand may part. The folk who climb to her moon-arch shrine come not for swords but for answers, and she gives them only as riddles, for plain truth would burn the unready tongue. The scrolls she guards are written in tides and lunar phases, and she reads them as easily as a fisher reads the sea. To lie before her is to be known at once, for nothing hidden remains hidden in her presence. Cold silver water rises at her call from wells that have no bottom, drowning the impious and washing clean the worthy. Those who treat with her learn her first law: she does not act, she reveals, and what she reveals always comes to pass. To compel her is to invite the patient cruelty of the moon, which neither hurries nor forgets.
Run The High Priestess in Sixty Seconds
- Hold her in dim light or darkness — Veil of the Moon obscures her and lets her end one effect on herself every time a half-blind attacker misses, so she shrugs off your control.
- Open with Tide of the Veil into the tightest cluster: 8d6 cold plus restrained on a failed DC 14 Con save buys her a full round of distance.
- Kill-priority: drop her veil-acolyte first — it screens her with disadvantage-on-attack reactions and refuses to let your alpha strike land.
- When bloodied, she stops trading and turns full controller: Reading the Threads every round to flip the party's key rolls while she backpedals toward darkness.
- Three ways to run her: lunar oracle behind a wall of acolytes; cold-controller paired with a melee flagship; or a non-combat riddle-keeper who only fights if her veil is forced.
The High Priestess
Medium humanoid (human), lawful neutral
CR 6 · 2,300 XP · GUIDELINEVeil of the Moon. While in dim light or darkness, the High Priestess is lightly obscured and has advantage on Dexterity (Stealth) checks. The first time each turn an attacker that cannot see clearly through her veil misses her with an attack, she may end any one spell effect or condition of her choice currently affecting her.
Reader of Hidden Truths. The High Priestess knows whether she hears a lie and has advantage on saving throws against being charmed or frightened. She always knows the location of any creature within 30 feet that is not behind total cover, even while blinded.
Actions
Multiattack. The High Priestess makes two Lunar Touch attacks, or makes one Lunar Touch attack and casts a cantrip.
Lunar Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage, and the target must succeed on a DC 14 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Tide of the Veil (Recharge 5–6). The High Priestess releases a wave of silver moonwater in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much on a success. A creature that fails is also restrained by clinging frost until the end of its next turn.
Bonus Actions & Reactions
Reading the Threads (Reaction). When a creature the High Priestess can see within 30 feet makes an attack roll, ability check, or saving throw, she can use her reaction to grant that creature, or the target of the attack, advantage or disadvantage on the roll.
A serene woman crowned and veiled stands within a great arch of crescent moons, one hand open in blessing, the other in warding. The alchemical sigil of sulphur and mercury hangs above her like a private moon.
The High Priestess, Bound
Companion · acts on your initiative
Bound · GUIDELINELunar Anointing (signature). As a bonus action, The High Priestess touches a willing creature within 5 feet. The target gains 7 (2d6) temporary hit points and advantage on its next saving throw against being charmed or frightened.
Actions
Moonlit Stave. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) cold damage.
Reactions
Part the Veil. When an ally within 15 feet is targeted by an attack, The High Priestess can use her reaction to impose disadvantage on that attack roll as silver mist coils between them.
A hooded novice who tends the moon-well and speaks only in the High Priestess's silences.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Tide of the Veil to scatter and restrain the front line, then back away into dim light so Veil of the Moon obscures her. Kill-priority her veil-acolyte first or she shrugs your best hits. Run her beside a moon-cult skirmisher pack — she controls, they close.
Open by reading the threads to ruin the party's opening burst, then cone the cluster with Tide of the Veil and lock down two PCs with the frost. Have her retreat each turn so attackers eat the Veil's miss-cleanse. Pair her with a bigger threat (an icebound construct or a celestial enforcer) — she is the brain, not the wall.
Stage her in her moon-arch lair with acolytes flanking both pillars; she opens Reading the Threads on the wizard's first big save and Tide of the Veil on the melee knot. Kill her acolytes to strip her reaction screen, then focus her before she cleanses again. Use her as a controller anchoring a tougher flagship — not a solo, she pairs with a larger threat.
Put The High Priestess on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is The High Priestess?
Her home tier is CR 6 (2,300 XP), tuned for a level 5–10 party as a controller add-on. The record also gives a CR 2 build for level 1–4 and a CR 11 build for level 11–15; traits stay identical and only AC, HP, to-hit, and save DC shift between tiers.
Can The High Priestess be a companion or ally?
Yes. As an oracle who reveals rather than commands, she fits a patron, neutral shrine-keeper, or reluctant guide. Use the included companion, Mereth the Veil-Acolyte, if you want a smaller bound ally instead of the full statblock.
Is she a spellcaster I can lean on for control?
Absolutely. Her Tide of the Veil cone, Reading the Threads reaction, and the disadvantage rider on Lunar Touch make her a battlefield manipulator first and a damage dealer second — run her to bend rolls and lock positions, not to brawl.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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