SWURPG
Nihil Storm – Enforcer

Nihil Storm – Enforcer

DR 3

Humanoid (Nihil) · Medium·Recommended levels: 6-10

AC
17(Reinforced Spiked Armor + Helmet (+4 AC))
HP
60(8d8+24)
Speed
30 ft
Initiative
+4

Abilities

STR
16
+3
DEX
10
+0
CON
16
+3
INT
9
-1
WIS
12
+1
CHA
9
-1

Saves

  • STR +7
  • CON +7

Skills

  • Intimidation +7
  • Athletics +7
  • Perception +5

Languages

  • Basic

Equipment

Vibro-AxeHeavy Blaster PistolReinforced Spiked Armor + HelmetNihil mask with reinforced filtersMedpac IV300 credits

Traits

Reinforced Spiked Armor

When a creature attempts to grapple the Nihil or is grappled by it, the creature takes 1d4 piercing damage from the armor’s spikes. In addition, the Nihil has Advantage on checks made to resist being shoved or knocked prone.

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.

Breaker Presence

The Nihil may use Strength instead of Charisma for Intimidation checks. Creatures within 10 ft of the Nihil have Disadvantage on saving throws against being Frightened.

Punish Retreat

When a creature within 5 ft of the Nihil moves away or disengages, the Nihil may use its Reaction to make a melee attack against that creature.

Power Attack

When the Nihil makes a melee weapon attack, it may take a –2 penalty to the attack roll. If the attack hits, it deals +6 damage.

Taunt

As a Bonus Action, the Nihil targets one creature within 30 ft that can see or hear it. The target must succeed on a DC 15 WIS saving throw or be Taunted until the start of the Nihil’s next turn. A taunted creature has Disadvantage on attack rolls against any target other than the Nihil Enforcer.

Actions

Vibro-AxeMelee
To hit
+7
Range
5 ft
Target
One target
Hit
9 (1d12+3) kinetic damage
Heavy Blaster PistolRanged
To hit
+4
Range
40 ft
Target
One target
Hit
6 (1d12) energy damage

Lore

Nihil Storm Enforcers are the storm given weight — towering figures in reinforced spiked armor who exist to stop momentum cold. Where Clouds manipulate the battlefield and Hunters isolate prey, Enforcers advance openly, daring enemies to stand their ground or break beneath them.

Their presence is deliberate and oppressive. Enforcers don’t chase fleeing targets; they deny escape entirely. Once one plants itself in the middle of a fight, retreat becomes pain, hesitation becomes fatal, and resistance turns into a test of endurance the Nihil are happy to win.

In Play

Storm Enforcers push directly into enemy lines, positioning themselves to block movement and anchor the fight. They prioritize targets attempting to disengage, withdraw, or reposition, punishing retreat with brutal melee strikes.

Enforcers rely on intimidation and physical dominance rather than speed. They allow Clouds and Hunters to shape the battlefield, then step forward to lock it in place. Once engaged, an Enforcer rarely retreats — its job is to hold, break, and make an example.

Adventure Hooks

  1. The Line BreakerA Nihil raid escalates when a Storm Enforcer arrives to personally hold a choke point. The party must decide whether to commit resources to breaking through or risk being pinned while the rest of the storm closes in.
  2. Make Them StayA Storm Enforcer is ordered not to kill, but to keep the party alive and contained while a Cloud unit completes an objective nearby. Every attempt to retreat is met with violence.
  3. The ExampleLocals whisper about a Nihil warrior who crushes deserters and cowards alike. Survivors describe a single figure who stood in the street and dared anyone to run.