Nihil Storm – Commando
DR 4Humanoid (Nihil) · Medium·Recommended levels: 8-12
Abilities
Saves
- DEX +7
- CON +6
Skills
- Perception +5
- Knowledge: Tactics +6
- Stealth +7
- Intimidation +5
Languages
- Basic
Equipment
Traits
The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.
The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.
When the Nihil takes the Attack action and uses a ranged weapon, it can make two ranged attacks instead of one.
When using autofire against a single target, the Nihil may take a –5 penalty to the attack roll. If the attack hits, it deals two additional damage dice of the weapon’s normal damage type.
The Nihil gains a +2 bonus to attack rolls against creatures that are flanked by one or more of its allies.
Once per round, as a Reaction when an allied Nihil within 30 ft hits a creature, the Nihil may allow another allied Nihil within 30 ft to immediately move up to half its speed without provoking opportunity attacks.
At the end of the second round of combat and each round thereafter, the Nihil chooses one: one allied Nihil may immediately Aim, reposition up to 10 ft, or throw a grenade as a free interaction. This effect ends if the Nihil Storm Commando is incapacitated.
Actions
Lore
Nihil Storm Commandos are the minds behind the violence — veteran killers who understand that the storm is deadliest when it moves with purpose. They don’t charge blindly or revel in chaos for its own sake. Instead, they direct it, shaping raids into coordinated kill-zones where every movement feeds the next.
A Storm Commando’s presence is subtle at first: tighter formations, cleaner advances, grenades landing exactly where retreat would have been safest. If allowed to operate unchecked, the battlefield begins to feel hostile in a new way — not just dangerous, but actively adapting to the party’s choices.
In Play
Storm Commandos stay mobile, maintaining clear sightlines to allied units while avoiding direct melee unless forced. They open fights with grenades to disrupt positioning, then coordinate flanking fire and burst attacks to collapse resistance.
As the fight drags on, Commandos escalate relentlessly, rewarding allies for aggressive movement and punishing hesitation. If the party fails to neutralize the Commando early, the encounter shifts from a skirmish into a controlled execution, with every round making escape more difficult.
Adventure Hooks
- Kill the Voice — During a Nihil raid, the party realizes the enemy coordination is coming from a single masked commander. Taking down the Storm Commando becomes the only way to stop the storm from tightening.
- Perfected Raid — A settlement reports that every defense they attempt fails before it begins. Evidence points to a Storm Commando testing and refining tactics across multiple raids.
- Too Late to Run — The Nihil aren’t here to loot — they’re here to prove a point. A Storm Commando leads a timed operation where survival depends on disrupting command flow before the storm fully escalates.