
Nihil Cloud – Suppressor
DR 1Humanoid (Nihil) · Medium·Recommended levels: 2-6
Abilities
Saves
- DEX +4
- WIS +3
Skills
- Perception +3
- Intimidation +2
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.
When the Nihil hits a creature with a ranged weapon attack, that creature has Disadvantage on opportunity attacks until the start of the Nihil’s next turn.
Actions
Lore
Nihil Cloud Suppressors are the storm’s second breath — disciplined marauders who turn open ground into a death sentence. Where Strikes harass and scatter, Suppressors establish control, planting themselves at chokepoints and flooding the battlefield with suppressive fire and choking blue-grey war cloud gas. Their presence signals escalation; once a Suppressor takes position, movement becomes costly and hesitation becomes deadly.
The Nihil’s feared chemical tactics are most closely associated with these units. War cloud gas burns the lungs, clouds vision, and fractures coordination, allowing the Suppressor to dominate space while Strikes surge through the gaps. Behind spiked armor and sealed masks, Suppressors advance slowly and deliberately, confident that the battlefield itself is now their weapon.
In Play
Suppressors are best used as battlefield anchors. They immediately target chokepoints, corridors, or open lanes, deploying war cloud gas to break formations and deny safe movement. Once gas is active, they rely on ranged fire to punish enemies forced into the open while Strikes exploit the confusion.
In close quarters, Suppressors use their spiked armor and vibroblades to shove enemies back into hazardous zones rather than stand toe-to-toe. They rarely pursue fleeing targets, instead holding ground and reshaping the fight until Storm units or reinforcements arrive.
Adventure Hooks
- Checkpoint Under Cloud — A frontier checkpoint goes silent after a Nihil raid. When the party arrives, Cloud Suppressors hold the approach routes under war cloud gas while Strikes sweep nearby buildings for captives.
- Breathing Room — Civilians trapped inside a sealed facility are slowly being overcome by poison gas as Suppressors hold exterior access points. The party must breach the perimeter or disable the gas deployment before time runs out.
- Stormwall Test — A Cloud leader orders Suppressors to hold a position at all costs as a demonstration of control. The encounter becomes a brutal test of endurance as waves of Nihil cycle through the gas-filled kill zone.