
Nihil Storm – Enforcer
DR 3Humanoid (Nihil) · Medium·Recommended levels: 6-10
Abilities
Saves
- STR +7
- CON +7
Skills
- Intimidation +7
- Athletics +7
- Perception +5
Languages
- Basic
Equipment
Traits
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.
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.
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.
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.
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.
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
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
- The Line Breaker — A 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.
- Make Them Stay — A 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.
- The Example — Locals 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.