Tempest Dread Heralds are living warnings — Nihil chosen not to lead raids, but to make resistance feel futile. Encased in powered armor and wielding weapons meant to be heard as much as felt, a Herald advances slowly, deliberately, and without concern for cover. Their presence signals that the storm is no longer testing defenses. It has decided to break them.
Where others shout, a Dread Herald simply arrives. Armor sparks as blades bite, plating buckles under the vibro-saw’s teeth, and panic spreads as quickly as blood. The Herald does not chase. It does not hurry. It lets fear do the work.
In SWURPG, Nihil Tempest – Dread Herald units should feel like fast violence with a plan: ambush angles, intimidation, and ruthless target selection. They’re strongest when they can reposition, isolate a victim, and disengage before the heroes can stabilize. Use terrain, smoke, and flanking routes to make the encounter feel like a raid — not a stand-up fight.
Recommended Level Range: 13–17 | Difficulty Rating (DR): 7
Difficulty Rating (DR): 7
Type (Size): Humanoid (Nihil) (Medium)
Initiative: +5
AC: 20 (Heavy Powered Battle Armor (+10 AC, no DEX bonus))
HP: 138 (15d8+60)
Speed: 20 ft.
Attributes:
STR 20 (+5), DEX 10 (+0), CON 18 (+4), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)
Saves: STR +10, CON +9, WIS +7
Skills: Intimidation +10, Athletics +10, Perception +7
Languages: Basic
Equipment: Dread Herald Vibro-Saw, Heavy Powered Battle Armor, Modified Heavy Blaster Pistol (+2 Attack, +2 Damage), Storm Beacon, Nihil dread-mask with voice amplifiers, Gas Grenade (War Cloud Gas), Stun Grenade, Medpac V, 3000 credits
Traits:
Storm Discipline. The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.
Gas Mask Filters. The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.
Voice of the Storm. Allied Nihil within 60 ft have Advantage on saving throws against being Frightened and gain Advantage on their first attack roll each round against Frightened creatures.
Herald of Dread. At the start of combat, each enemy creature within 60 ft that can see or hear the Nihil must succeed on a DC 17 WIS saving throw or become Shaken for 1 minute. While Shaken, a creature has Disadvantage on its first attack roll each turn. A creature may repeat the save at the end of each of its turns, ending the effect on a success.
Make an Example (1/Short Rest). When a creature within 60 ft is reduced to 0 HP, the Nihil may use its Reaction to force all enemies of its choice within 30 ft to make a DC 17 WIS saving throw. On a failure, they are Frightened of the Nihil until the end of their next turn.
No Escape From Fear. Creatures Frightened by the Nihil have their speed reduced by 10 ft.
Escalation Through Terror. Starting at the beginning of round 3, while the Nihil is not incapacitated, all allied Nihil gain a +1 bonus to attack rolls against Frightened or Shaken creatures. Starting at round 5, this bonus also applies to damage rolls.
Signal the Storm (1/Short Rest). As a Bonus Action, the Nihil activates its storm beacon. Until the end of the next round, allied Nihil may move up to 10 ft as free movement at the start of their turns if they begin their turn within 60 ft of the Nihil.
Extra Attack. When the Nihil takes the Attack action, it can make two attacks instead of one.
Intimidating Might. The Nihil may use Strength instead of Charisma for Intimidation checks. Creatures within 10 ft of the Nihil have Disadvantage on saving throws against being Frightened.
Electrified Armor Plating. When a creature grapples the Nihil or is grappled by it, the creature takes 7 (2d6) energy damage at the start of each of its turns while the grapple persists.
Actions:
Dread Herald Vibro-Saw
(Melee)
: +10 to hit,
range/reach 5 ft,
One target.
Hit: 13 (2d6+6) kinetic damage
If the target is wearing armor or using natural armor, it must succeed on a DC 17 CON saving throw or its AC is reduced by 1 (to a minimum of 10) until repaired. This effect stacks.
Modified Heavy Blaster Pistol
(Ranged)
: +7 to hit,
range/reach 40 ft,
One target.
Hit: 10 (1d12+2) energy damage
War Cloud Gas
(Area)
range/reach 30 ft,
Creatures in the area.
Area: 10-ft radius cloud.
Hit: —
Each creature must succeed on a DC 16 CON save or take 7 (2d6) poison damage and be Choked until the end of its next turn (Disadvantage on attack rolls). The cloud is heavily obscured and lasts 2 rounds.
Dread Heralds anchor the battlefield, advancing into contested ground and refusing to yield it. They prioritize heavily armored targets and frontliners, carving away defenses while forcing morale checks through proximity and spectacle.
The Herald relies on allied units to exploit fear while it absorbs attention. If ignored, it steadily dismantles the party’s defenses. If engaged recklessly, it punishes grapples and close quarters with shock plating and brutal melee. The fight ends when the Herald falls — or when the enemy’s nerve does.
To explore more Nihil enemies, return to the Nihil Forces index and expand your roster with additional raiders, specialists, and strike leaders.