
Nihil Tempest – Path Leader
DR 7Humanoid (Nihil) · Medium·Recommended levels: 12-16
Abilities
Saves
- DEX +7
- WIS +7
- CHA +8
Skills
- Perception +7
- Knowledge: Tactics +8
- Investigation +8
- Intimidation +8
- Stealth +8
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.
When the Nihil takes the Attack action and uses a ranged weapon, it can make two ranged attacks instead of one.
As a Bonus Action, the Nihil issues a command to one allied Nihil it can see within 60 ft. Choose one: (1) the ally moves up to half its speed without provoking opportunity attacks, (2) the ally makes one weapon attack, or (3) the ally immediately throws a grenade it is holding. The commanded ally acts immediately.
As a Bonus Action, designate a 15 × 15 ft area within 60 ft as a Heavy Fire Zone until the start of the Nihil’s next turn. The first time an enemy enters that area, one allied Nihil of the Path Leader’s choice may immediately make an Attack of Opportunity against that creature.
Starting at the beginning of round 4, while the Nihil is not incapacitated, all allied Nihil gain a +1 bonus to attack rolls and +1 to damage rolls.
Twice per Short Rest, when the Nihil would be hit by an attack it can see, it may use its Reaction to move up to 15 ft to an unoccupied space it can see. This movement does not provoke opportunity attacks. The triggering attack is made with Disadvantage.
Allied Nihil within 30 ft have Advantage on checks to resist being Shoved, knocked prone, or forced movement.
When the Nihil makes a ranged weapon attack against a target within 20 ft, it gains a +1 bonus to the attack roll and +1 to damage.
The Nihil can rig a space, doorway, or narrow passage within 5 ft as a Bonus Action, placing a Detonite charge. The first creature to enter or leave the space must succeed on a DC 17 DEX saving throw or take 11 (3d6) kinetic damage and be knocked prone. A creature can spot the charge with a successful DC 15 Investigation or Perception check. This ability consumes one Detonite charge.
Actions
Lore
Tempest Path Leaders are the storm’s navigators — commanders who understand not just how the Nihil fight, but where and when violence must occur. They are veterans of successful raids, trusted with knowledge of Paths, extraction windows, and the precise moment chaos must crest. Unlike Storm Enforcers or Reapers, a Path Leader’s greatest weapon is foresight.
A Path Leader does not improvise. Every raid they oversee has rehearsed contingencies, layered fallback routes, and multiple exit strategies that collapse the moment resistance stiffens. To face one is to feel hunted by a plan rather than an enemy. Terrain shifts, allies reposition with purpose, and even retreat feels anticipated. The storm does not react — it advances.
In Play
Path Leaders remain close enough to influence the battlefield without becoming its focus. They establish kill zones early, direct allied movement with surgical precision, and punish overextension with coordinated fire. Their preferred engagements are tight, mobile fights where every step can be exploited.
As the encounter progresses, the Path Leader escalates relentlessly. Grenades land where escape should be, allies move in disciplined waves, and enemy mistakes are converted into momentum. If directly threatened, the Path Leader disengages intelligently, preserving command integrity rather than trading blows. The longer they remain active, the more the battlefield feels predetermined.
Adventure Hooks
- The Path Was Known — A settlement’s defenses fail with impossible timing — patrols avoided, reinforcements delayed, and escape routes cut off simultaneously. Evidence suggests a Tempest Path Leader planned the raid days in advance. The party must uncover how the Nihil learned the layout before the next strike lands.
- Cut the Navigator — Republic intelligence learns that a single Nihil commander is coordinating multiple raids across the sector with uncanny precision. The party is tasked with hunting the Path Leader mid-operation, knowing that every round they survive makes the extraction harder.
- Storm Without a Path — A Nihil Tempest fractures after its Path Leader is killed or captured. Clouds compete violently for control, raids become reckless, and civilians suffer the fallout. The party must decide whether to exploit the chaos — or prevent a worse storm from forming.
- The Impossible Escape — A Path Leader orchestrates a raid that appears to trap the party completely, only to withdraw at the last second. The message is clear: this was a test. The real strike is coming, and the Path Leader now knows exactly how the party fights.