# Arch Priest

@ Arch Priest 

Difficulty

30

Attacks

Weapon 4d10, kick 2d8, spell-casting (clerical), spell-casting (clerical)

@ Arch Priest 

Difficulty

30

Attacks

Weapon 4d10, kick 2d8, spell-casting (clerical), spell-casting (clerical)

Base level

25

Base experience

876

Speed

12

Base AC

7

Base MR

70

Alignment

0 (neutral)

Frequency (by normal means)

Unique

Genocidable

No

Weight

1450

Nutritional value

400

Size

Medium

Resistances

Fire, shock, sleep, poison

Resistances conveyed

None

The Arch Priest:

 has a head, a couple of arms, and a torso.

 can see invisible creatures.

 is omnivorous.

 is not a valid polymorphable form.

 is a human.

 is normally generated peaceful.

 is strong.

 can pick up weapons and food.
 can pick up magical items.

 lets you close unless attacked.

 can be seen through infravision.

Reference

monst.c#line3120

The Arch Priest, @, is the Priest quest leader. He is mostly identical to a high priest, even sharing the same set of attacks, with the only difference being slightly lower speed. He is considerably more dangerous than most quest leaders should you choose to anger him—but angering any quest leader is an extremely bad idea in general, since it may render your game unwinnable.

Strategy

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
The Arch Priest, along with other quest leaders, has been made stronger, since killing quest leaders no longer makes the game unwinnable. 
The changed stats are as follows:
Speed becomes 15 (from 12); MR becomes 90 (from 70).
The Arch Priest is also generated with a +4 robe and a +4 mace.