
Nihil Tempest – Dread Herald
DR 7Humanoid (Nihil) · Medium·Recommended levels: 13-17
Abilities
Saves
- STR +10
- CON +9
- WIS +7
Skills
- Intimidation +10
- Athletics +10
- Perception +7
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.
Allied Nihil within 60 ft have Advantage on saving throws against being Frightened and gain Advantage on their first attack roll each round against Frightened creatures.
At the start of combat, each enemy creature within 60 ft that can see or hear the Nihil must succeed on a DC 17 WIS saving throw or become Shaken for 1 minute. While Shaken, a creature has Disadvantage on its first attack roll each turn. A creature may repeat the save at the end of each of its turns, ending the effect on a success.
When a creature within 60 ft is reduced to 0 HP, the Nihil may use its Reaction to force all enemies of its choice within 30 ft to make a DC 17 WIS saving throw. On a failure, they are Frightened of the Nihil until the end of their next turn.
Creatures Frightened by the Nihil have their speed reduced by 10 ft.
Starting at the beginning of round 3, while the Nihil is not incapacitated, all allied Nihil gain a +1 bonus to attack rolls against Frightened or Shaken creatures. Starting at round 5, this bonus also applies to damage rolls.
As a Bonus Action, the Nihil activates its storm beacon. Until the end of the next round, allied Nihil may move up to 10 ft as free movement at the start of their turns if they begin their turn within 60 ft of the Nihil.
When the Nihil takes the Attack action, it can make two attacks instead of one.
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 grapples the Nihil or is grappled by it, the creature takes 7 (2d6) energy damage at the start of each of its turns while the grapple persists.
Actions
Lore
Tempest Dread Heralds are living warnings — Nihil chosen not to lead raids, but to make resistance feel futile. Encased in powered armor and wielding weapons meant to be heard as much as felt, a Herald advances slowly, deliberately, and without concern for cover. Their presence signals that the storm is no longer testing defenses. It has decided to break them.
Where others shout, a Dread Herald simply arrives. Armor sparks as blades bite, plating buckles under the vibro-saw’s teeth, and panic spreads as quickly as blood. The Herald does not chase. It does not hurry. It lets fear do the work.
In Play
Dread Heralds anchor the battlefield, advancing into contested ground and refusing to yield it. They prioritize heavily armored targets and frontliners, carving away defenses while forcing morale checks through proximity and spectacle.
The Herald relies on allied units to exploit fear while it absorbs attention. If ignored, it steadily dismantles the party’s defenses. If engaged recklessly, it punishes grapples and close quarters with shock plating and brutal melee. The fight ends when the Herald falls — or when the enemy’s nerve does.
Adventure Hooks
- The Walking Siren — A settlement reports a single Nihil figure advancing through blaster fire without slowing. Survivors say the armor screamed when it moved.
- Break the Line — A Republic defense collapses not from casualties, but fear, after a Dread Herald carves through armored troops at the center of the formation.
- The Last Thing You Hear — Recordings recovered from a wiped-out outpost capture the rising whine of a vibro-saw — and then screaming.