Nihil Storm – Reaper
DR 4Humanoid (Nihil) · Medium·Recommended levels: 8-12
Abilities
Saves
- DEX +8
- WIS +6
Skills
- Stealth +10
- Perception +6
- Investigation +6
- 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.
Once per turn, if the Nihil does not move and does not use its Bonus Action, its next ranged weapon attack deals an extra 4 damage on a hit.
When the Nihil hits a creature while it is hidden from that creature, the attack deals an extra 7 (2d6) damage.
When the Nihil makes a melee or ranged weapon attack, it may take a –2 penalty to the attack roll. If the attack hits, it deals one additional damage die of the weapon’s normal damage type.
The Nihil may choose to enter combat at the start of round 2 or later. When it does, it has Advantage on its first attack roll that round.
When the Nihil hits a creature with a ranged weapon attack, it may forgo dealing damage to force the target to make a DC 16 STR saving throw. On a failure, the target is either knocked prone or pushed 10 ft — the Nihil’s choice.
Actions
Lore
Nihil Storm Reapers are the storm’s knives — silent, patient killers who exist to end fights cleanly and decisively. They do not announce raids or lead charges. They wait, watch, and strike when resistance is already cracking. When a key defender drops without warning, the storm has reached its final phase.
Reapers favor elevated positions, shadowed corridors, and obscured sightlines where their presence is felt only after the first body hits the ground. Among the Nihil, they are feared even by Storm units; a Reaper’s arrival means someone important is about to die.
In Play
Storm Reapers avoid the opening exchange, allowing Clouds and Commandos to draw attention and force enemies into predictable movement. Once targets are distracted, wounded, or separated, the Reaper strikes from concealment, prioritizing medics, leaders, and Force users.
If revealed, a Reaper disengages immediately, repositioning rather than trading blows. They are not duelists — they are finishers. A Reaper leaves the battlefield as soon as its chosen targets are dead, letting the rest of the storm collapse resistance without them.
Adventure Hooks
- The Second Strike — During a raid that seems under control, a key NPC is assassinated from long range. Sensors show no additional enemies — until the party realizes a Storm Reaper is already inside the perimeter.
- Dead Before the Alarm — A settlement’s defenders are found killed at their posts without signs of a struggle. Evidence points to a Nihil Reaper eliminating leadership ahead of a larger storm raid.
- Marked for Ending — A survivor claims the Nihil are coming back — not to raid, but to finish something they started. The Reaper has already chosen its target.