
Nihil Cloud – Saboteur
DR 2Humanoid (Nihil) · Medium·Recommended levels: 4-8
Abilities
Saves
- DEX +4
- INT +4
Skills
- Mechanics +6
- Investigation +4
- Perception +3
- Stealth +4
Languages
- Basic
Equipment
Traits
When a creature attempts to grapple the Nihil or is grappled by it, the creature takes 1d4 kinetic damage from the armor’s spikes.
The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.
The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.
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 13 DEX saving throw or take 11 (3d6) kinetic damage and be knocked prone. A creature can spot the charge with a successful DC 13 Investigation or Perception check. This ability consumes one Detonite charge.
When a creature within 30 ft takes the Disengage action or leaves the Nihil’s reach, the Nihil can use its Reaction to make one weapon attack against that creature with a +2 bonus to the attack roll.
When the Nihil makes a ranged weapon attack, it may take a –2 penalty to the attack roll. If the attack hits, it deals one additional damage die of the weapon’s normal damage type.
Actions
Lore
Nihil Cloud Saboteurs are the storm’s engineers — the ones who make sure escape routes don’t stay safe for long. Where Hunters isolate prey and Suppressors dominate space, Saboteurs reshape the battlefield itself, turning corridors, gantries, and streets into layered kill zones that punish movement and hesitation alike.
To a Saboteur, every fight is temporary and every location is expendable. They rig doors to explode, supports to collapse, and walkways to give way at the worst possible moment. Their work ensures that once the Nihil commit to a raid, the defenders are forced to choose between standing their ground or running straight into disaster.
In Play
Cloud Saboteurs prepare the battlefield the moment a raid begins, planting charges along retreat paths, chokepoints, and likely avenues of pursuit. They prefer to let others draw attention while they watch for movement, triggering traps when enemies reposition, disengage, or flee.
Saboteurs rarely chase targets. Instead, they punish motion — collapsing cover, detonating charges behind retreating foes, and sealing exits to herd enemies into gas-filled zones. When pressured directly, they retreat through pre-rigged routes, leaving explosions and falling debris in their wake as Storm units move in to capitalize on the chaos.
Adventure Hooks
- No Way Out — During a Nihil raid, every escape route the party attempts is already rigged. The encounter becomes a puzzle of spotting charges, choosing when to risk movement, and finding an unprepared path before the structure collapses.
- Rigged to Blow — A mining facility suffers a series of deadly ‘accidents’ as Nihil Saboteurs quietly prepare it for a massive raid. The party must locate and disarm charges while being hunted through gas-filled tunnels.
- The Last Bridge — As civilians flee across a single elevated route, a Cloud Saboteur prepares to collapse it to cover a Nihil extraction. The party must stop the detonation or find another way across before the storm closes in.