Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Monsters & NPCs

    In SWURPG, heroes don't just face blaster fire — they deal with Imperial patrols, syndicate enforcers, deadly droids, and wild creatures from every corner of the galaxy. The Monsters & NPCs section gives Game Masters ready-to-use stat blocks and a simple Difficulty Rating (DR) system so you can build cinematic encounters without slowing the story.

    What You'll Find Here

    This section is the central hub for all SWURPG enemies, creatures, and notable NPCs. Each category contains multiple stat blocks, organized by role and difficulty so you can quickly pick the right threats for your party's level.

    Difficulty Rating (DR) for GMs

    Combat in SWURPG is fast and lethal: blaster shots hit hard, armor is limited, and low-tier enemies often fall in a single hit. To help you judge how dangerous a foe is at a glance, every monster and NPC includes a Difficulty Rating (DR).

    DR represents how dangerous a single enemy is relative to a typical four-player party at the same level. You don't need XP tables or complex math — DR is meant as a quick, table-friendly guideline that tells you what a unit can do to your party right now.

    What DR actually measures: not just damage or HP, but the combination of survivability, accuracy, action economy, area pressure (like autofire), control effects, and tactical traits (like coordination, stealth, and repositioning).

    The DR Scale

    Use these bands as a reference when reading stat blocks:

    Quick Build Guide: HP & Proficiency Bonus by DR

    DR reflects the full combat pressure an enemy applies, but two numbers do most of the work at the table: Hit Points (HP), which determine how long the enemy stays relevant, and Proficiency Bonus (PB), which represents training, coordination, and consistency.

    Difficulty Rating (DR) Average HP Range Typical PB What It Represents
    0.25 5–8 +2 Minions and fodder; dropped by a single solid hit
    0.5 8–14 +2 Grunts; dangerous in numbers, weak individually
    1 15–22 +2 Trained soldiers; can trade fire briefly
    1.5 22–30 +2 Hardened troopers; survive long enough to matter
    2 28–38 +3 Veterans and squad leaders
    2.5 35–45 +3 Elite-lite enemies; dangerous but not overwhelming
    3 42–55 +4 Special forces; commandos and elite operatives
    4 60–75 +4 Top-tier elites; death troopers and equivalents
    5 75–95 +5 Mini-boss threats that can swing encounters
    6–10 100–200+ +5 to +6 Bosses, apex creatures, and major villains

    How Many Traits Should an Enemy Have?

    Traits are one of the main ways SWURPG enemies apply pressure in combat. They define how an enemy moves, coordinates with allies, controls space, or resists being shut down. As Difficulty Rating (DR) increases, enemies don’t just gain more HP β€” they gain more ways to shape the fight.

    There is no fixed number of traits required at each DR. However, most enemies fall into clear patterns. Use the guidance below as a sanity check when creating or adjusting monsters and NPCs.

    Difficulty Rating (DR) Typical Trait Complexity What This Usually Means in Play
    0.25 0–1 simple trait Minimal rules; mostly stat blocks and basic actions
    0.5 1 simple trait Minor coordination or flavor (squad bonuses, pack tactics)
    1 1–2 traits Clearly defined role with one tactical hook
    1.5 2 traits Durability, control, or positioning begins to matter
    2 2–3 traits Veteran behavior; reacts to player mistakes
    2.5 3 traits Elite-lite units with multiple pressure tools
    3 3–4 traits Special forces; forces movement, cover use, and focus fire
    4 4–5 traits Top-tier elites that feel dangerous even alone
    5 5–6 traits Mini-bosses with layered options and strong presence
    6–10 6+ traits or phases Bosses with multiple tools, reactions, or encounter phases

    Important: Traits should increase decision pressure, not bookkeeping. If a trait doesn’t change how the fight plays β€” how enemies move, who they target, or how the battlefield evolves β€” it probably doesn’t need to exist.

    Fewer, meaningful traits almost always create better encounters than a long list of passive bonuses. When in doubt, remove a trait and let terrain, positioning, and enemy coordination do the work.

    Building Encounters with DR

    For a party of 4 player characters, estimate encounter difficulty by comparing the sum of DR for all enemies in the scene to the party's average level (PL):

    Quick Encounter Guidelines

    Example (Standard): A Level 4 party facing eight stormtroopers (DR 0.5 each, total DR 4) is a Standard encounter.

    Example (Hard): A Level 4 party facing one stormtrooper captain (DR 2) plus four stormtroopers (DR 0.5 each) totals DR 4. That's still Standard by math, but plays closer to Hard because the captain boosts coordination and accuracy.

    Example (Deadly): A Level 6 party facing one death trooper (DR 4) plus four stormtroopers (DR 0.5 each, total DR 6) is Deadly if the terrain favors the Empire (tight corridors, overlapping fire lanes, limited cover).

    Party size tweak (fast and good enough): for groups with 3 players, treat the party as one level lower when comparing DR. For groups with 5 or more players, treat the party as one level higher.

    How to Read a Stat Block

    All monsters and NPCs in SWURPG use a consistent, compact stat block format so you can run them at the table without flipping pages or decoding special rules. Here's an example using a classic Imperial unit:

    Stormtrooper (Example Stat Block)

    DR: 0.5
    Initiative: +2

    Type (Size): Humanoid (Medium)
    AC: 14 (combat armor)
    HP: 11 (2d8+2)
    Speed: 30 ft.

    Attributes:
    STR 12 (+1), DEX 10 (+0), CON 12 (+1), INT 10 (+0), WIS 9 (−1), CHA 9 (−1)

    Saves: Dex +2, Wis +1
    Skills: Athletics +3, Perception +1
    Languages: Basic

    Traits:
    Squad Discipline. When a stormtrooper can see and hear a friendly sergeant or officer within 30 ft, it gains a +1 bonus to attack rolls with ranged weapons.

    Actions:
    Blaster Rifle (Ranged). +3 to hit, range 80 ft, one target. Hit: 7 (2d6) energy damage.
    Rifle Butt (Melee). +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) kinetic damage.

    Every stat block on this site follows this structure, with some adding special abilities, Force powers, or unique traits. Once you're familiar with one, you're familiar with all of them.

    Where to Go Next

    Use the links below to dive into specific categories and start stocking your campaigns with Imperial squads, criminal enforcers, lethal droids, wild beasts, and Nihil raiders.