Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Nihil Tempest – Path Leader

    Nihil Tempest – Path Leader enemy for SWURPG Tempest Path Leaders are the storm’s navigators — commanders who understand not just how the Nihil fight, but where and when violence must occur. They are veterans of successful raids, trusted with knowledge of Paths, extraction windows, and the precise moment chaos must crest. Unlike Storm Enforcers or Reapers, a Path Leader’s greatest weapon is foresight.

    A Path Leader does not improvise. Every raid they oversee has rehearsed contingencies, layered fallback routes, and multiple exit strategies that collapse the moment resistance stiffens. To face one is to feel hunted by a plan rather than an enemy. Terrain shifts, allies reposition with purpose, and even retreat feels anticipated. The storm does not react — it advances.

    In SWURPG, Nihil Tempest – Path Leader 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: 12–16  |  Difficulty Rating (DR): 7

    Nihil Tempest – Path Leader Stat Block (SWURPG)

    Nihil Tempest – Path Leader

    Difficulty Rating (DR): 7
    Type (Size): Humanoid (Nihil) (Medium)

    Initiative: +8
    AC: 20 (Kell Dragon Hide Armor (+7 AC, max DEX bonus +3))
    HP: 91 (14d8+28)
    Speed: 30 ft.

    Attributes:
    STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 16 (+3), WIS 14 (+2), CHA 16 (+3)

    Saves: DEX +7, WIS +7, CHA +8

    Skills: Perception +7, Knowledge: Tactics +8, Investigation +8, Intimidation +8, Stealth +8

    Languages: Basic

    Equipment: Modified Double-Barreled Blaster Carbine (+2 Attack, +2 Damage), Modified Poisoned Vibrodagger (+2 Attack, +2 Damage, + Poison Damage), Kell Dragon Hide Armor, Frag Grenade, Gas Grenade (War Cloud Gas), Stun Grenade, Detonite Charge (3d6), Medpac V, 2000 credits, Tempest command mask with tactical HUD + encrypted comms

    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.
    Extra Ranged Attack. When the Nihil takes the Attack action and uses a ranged weapon, it can make two ranged attacks instead of one.
    Path Leader’s Command (3/Short Rest). As a Bonus Action, the Nihil issues a command to one allied Nihil it can see within 60 ft. Choose one: (1) the ally moves up to half its speed without provoking opportunity attacks, (2) the ally makes one weapon attack, or (3) the ally immediately throws a grenade it is holding. The commanded ally acts immediately.
    Coordinated Killzone (1/Short Rest). As a Bonus Action, designate a 15 × 15 ft area within 60 ft as a Heavy Fire Zone until the start of the Nihil’s next turn. The first time an enemy enters that area, one allied Nihil of the Path Leader’s choice may immediately make an Attack of Opportunity against that creature.
    Escalation Orders. Starting at the beginning of round 4, while the Nihil is not incapacitated, all allied Nihil gain a +1 bonus to attack rolls and +1 to damage rolls.
    Pathstep Reposition (2/Short Rest). Twice per Short Rest, when the Nihil would be hit by an attack it can see, it may use its Reaction to move up to 15 ft to an unoccupied space it can see. This movement does not provoke opportunity attacks. The triggering attack is made with Disadvantage.
    Field Authority. Allied Nihil within 30 ft have Advantage on checks to resist being Shoved, knocked prone, or forced movement.
    Point Blank Shot. When the Nihil makes a ranged weapon attack against a target within 20 ft, it gains a +1 bonus to the attack roll and +1 to damage.
    Rigged Ground. The Nihil can rig a space, doorway, or narrow passage within 5 ft as a Bonus Action, placing a Detonite charge. The first creature to enter or leave the space must succeed on a DC 17 DEX saving throw or take 11 (3d6) kinetic damage and be knocked prone. A creature can spot the charge with a successful DC 15 Investigation or Perception check. This ability consumes one Detonite charge.

    Actions:
    Modified Double-Barreled Blaster Carbine (Ranged) : +10 to hit, range/reach 50 ft, One target. Hit: 15 (2d10+2) energy damage
    Modified Poisoned Vibrodagger (Melee) : +10 to hit, range/reach 5 ft, One target. Hit: 10 (2d4+5) kinetic damage
    The target must succeed on a DC 15 CON saving throw or take 3 (1d6) poison damage at the start of each of its turns for 3 rounds. The target may repeat the save at the end of each of its turns, ending the effect on a success.
    Frag Grenade (Area) range/reach 30 ft, Creatures in the area. Area: 10-ft radius. Hit: —
    Each creature must succeed on a DC 17 DEX save or take 14 (4d6) kinetic damage, or half damage on a success.
    Gas Grenade (Area) range/reach 30 ft, Creatures in the area. Area: 10-ft radius cloud. Hit: —
    Each creature in the cloud must succeed on a DC 17 CON save or take 10 (3d6) poison damage and be Choked until the end of its next turn (Disadvantage on attack rolls). On a success, the creature takes half damage and is not Choked. The cloud is heavily obscured and lasts 2 rounds.
    Stun Grenade (Area) range/reach 30 ft, Creatures in the area. Area: 10-ft radius. Hit: —
    Each creature must succeed on a DC 17 CON save or be Stunned until the end of its next turn.

    Nihil Tempest – Path Leader in Play

    Path Leaders remain close enough to influence the battlefield without becoming its focus. They establish kill zones early, direct allied movement with surgical precision, and punish overextension with coordinated fire. Their preferred engagements are tight, mobile fights where every step can be exploited.

    As the encounter progresses, the Path Leader escalates relentlessly. Grenades land where escape should be, allies move in disciplined waves, and enemy mistakes are converted into momentum. If directly threatened, the Path Leader disengages intelligently, preserving command integrity rather than trading blows. The longer they remain active, the more the battlefield feels predetermined.

    Adventure Hooks Featuring Nihil Tempest – Path Leader

    To explore more Nihil enemies, return to the Nihil Forces index and expand your roster with additional raiders, specialists, and strike leaders.