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Nihil Storm – Commando

DR 4

Humanoid (Nihil) · Medium·Recommended levels: 8-12

AC
18(Reinforced Combat Armor (+5 AC, max Dex bonus 3))
HP
65(10d8+20)
Speed
30 ft
Initiative
+7

Abilities

STR
12
+1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
12
+1

Saves

  • DEX +7
  • CON +6

Skills

  • Perception +5
  • Knowledge: Tactics +6
  • Stealth +7
  • Intimidation +5

Languages

  • Basic

Equipment

Commando Special RifleVibrodaggerReinforced Combat ArmorFrag GrenadeGas Grenade (War Cloud Gas)Stun GrenadeMedpac IV300 creditsNihil command mask with tactical HUD

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.

Burst Fire Precision

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.

Flanking Expert

The Nihil gains a +2 bonus to attack rolls against creatures that are flanked by one or more of its allies.

Command the Storm

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.

Escalation Doctrine

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

Commando Special RifleRanged
To hit
+7
Range
80 ft
Target
One target
Hit
10 (4d4) energy damage
VibrodaggerMelee
To hit
+6
Range
5 ft
Target
One target
Hit
5 (2d4+1) kinetic damage
Frag GrenadeArea
Range
30 ft
Hit
Gas GrenadeArea
Range
30 ft
Hit
Stun GrenadeArea
Range
30 ft
Hit

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

  1. Kill the VoiceDuring 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.
  2. Perfected RaidA settlement reports that every defense they attempt fails before it begins. Evidence points to a Storm Commando testing and refining tactics across multiple raids.
  3. Too Late to RunThe 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.