SWURPG
Nihil Cloud – Suppressor

Nihil Cloud – Suppressor

DR 1

Humanoid (Nihil) · Medium·Recommended levels: 2-6

AC
14(Spiked Armor (+2 AC))
HP
22(4d8+4)
Speed
30 ft
Initiative
+4

Abilities

STR
12
+1
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
10
+0

Saves

  • DEX +4
  • WIS +3

Skills

  • Perception +3
  • Intimidation +2

Languages

  • Basic

Equipment

Concussion RifleSpiked ArmorGas Grenade (War Cloud Gas)Nihil mask with reinforced filters100 Credits

Traits

Spiked Armor

When a creature attempts to grapple the Nihil or is grappled by it, the creature takes 1d4 kinetic damage from the armor’s spikes.

Gas Mask Filters

The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.

Storm Discipline

The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.

Suppressive Advance

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

Concussion RifleRanged
To hit
+4
Range
50 ft
Target
One target
Hit
6 (1d10) kinetic damage
Gas GrenadeArea
Range
30 ft
Hit

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

  1. Checkpoint Under CloudA 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.
  2. Breathing RoomCivilians 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.
  3. Stormwall TestA 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.