Rancors are legendary apex predators feared across the Star Wars galaxy—towering, thick-skinned monsters capable of tearing armored beings apart with bare hands. Most commonly associated with worlds like Dathomir and with the brutal menageries of Hutts and underworld arenas, a Rancor is the kind of creature that turns a simple mission into a survival event the moment it appears.
A Rancor is not a “big animal.” It is a walking disaster. Its massive arms and crushing grip let it seize prey, pin it effortlessly, and break resistance through raw strength and pain. Its hide is famously resilient, shrugging off punishment that would drop lesser beasts. Once a Rancor commits, it doesn’t trade blows like a soldier—it dominates space, controls targets, and decides where bodies land.
In the wild, Rancors are territorial hunters that stalk caves, ravines, jungle ruins, and deep canyon systems where they can corner prey. In captivity, they are used as living execution tools—kept hungry, provoked, and released when someone wants fear on demand. Their presence is often preceded by signs: shredded durasteel, gouged stone, half-dragged carcasses, and a silence so heavy it feels deliberate.
Game Masters should treat a Rancor as a set-piece boss creature, not random wildlife. It’s best used as the centerpiece of an arena fight, a lair encounter, a rescue mission gone wrong, or a “you should not be here” warning that forces the party to adapt fast. A Rancor battle should feel iconic: close quarters, collapsing cover, desperate rescues, and a constant threat of being grabbed, crushed, and thrown like debris.
Wildlife encounters in SWURPG hit different than firefights. Rancor doesn’t “hold ground” or “follow orders” — it follows instinct: territory, hunger, fear, or protection of a nest. Run it like a living threat: ambush angles, terrain advantage, and a clear “what it wants” that drives its choices every round.
Recommended Level Range: 9–14 | Difficulty Rating (DR): 5
Difficulty Rating (DR): 5
Type (Size): Beast (Huge)
Initiative: +5
AC: 16 (Very Tough Hide (natural armor))
HP: 125 (10d12+60)
Speed: 40 ft., Climb 30 ft.
Attributes:
STR 28 (+9), DEX 10 (+0), CON 22 (+6), INT 2 (-4), WIS 12 (+1), CHA 8 (-1)
Saves: STR +14, CON +11
Skills: Athletics +14, Perception +6, Survival +6, Intimidation +9
Traits:
Titanic Grip. The Rancor has advantage on Strength (Athletics) checks made to Grapple, Shove, or maintain a Grapple. The Rancor can Grapple creatures up to Huge size.
Unstoppable Mass. The Rancor cannot be knocked Prone and has advantage on saving throws against effects that would push, pull, restrain, or move it against its will.
Crushing Hold. A creature Grappled by the Rancor is also Restrained. At the start of each of the Rancor’s turns, each creature Grappled by it takes 11 (2d10) kinetic damage.
Hurl Prey. If the Rancor is Grappling a creature, it may use its Action to throw that creature up to 30 ft to an unoccupied space it can see. The thrown creature takes 14 (4d6) kinetic damage and is knocked Prone. If it collides with a solid surface or another creature, it takes an additional 7 (2d6) kinetic damage (and the creature it collides with must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) kinetic damage and be knocked Prone).
Terrifying Roar (1/Short Rest). Once per Short Rest, the Rancor unleashes a bone-rattling roar. Each enemy of the Rancor’s choice within 30 ft that can hear it must succeed on a DC 16 Wisdom saving throw or be Shaken until the end of its next turn.
Actions:
Claw
(Melee Weapon Attack)
: +14 to hit,
range/reach 10 ft,
one target.
Hit: 22 (2d12+9) slashing damage.
Bite
(Melee Weapon Attack)
: +14 to hit,
range/reach 5 ft,
one target.
Hit: 27 (3d12+9) kinetic damage.
A Rancor fights to control the battlefield, not to trade attacks. It advances into the party’s space, chooses one target, and attempts to end that target’s participation immediately. It prioritizes frontliners who step too close, wounded characters who can’t escape, or anyone who looks like a leader or healer.
The Rancor’s first goal is Grapple control. It uses its sheer reach and strength to seize prey, then relies on Crushing Hold to punish anyone caught in its hands. Once it has a creature Grappled, it forces the party into ugly choices: commit resources to the rescue, or accept that the victim is about to be broken.
Hurl Prey is the Rancor’s momentum swing. It throws targets into walls, hazards, or other characters to create chaos, knock enemies Prone, and deny formation. Use this in cinematic environments—cages, platforms, gantries, pit walls, rubble piles, hangar bays—so the throw changes the shape of the fight.
Terrifying Roar is used when the party tries to coordinate: at the start of a fight to disrupt the opening plan, or mid-fight to break a push and force hesitation. A Rancor doesn’t chase forever; it presses advantage aggressively, then re-centers on the next easiest creature to grab.
To make the encounter feel like Star Wars, lean into space pressure: narrow corridors, blocked exits, loud chains, failing doors, panicked spectators, and terrain that becomes dangerous once someone gets thrown. The Rancor should feel unstoppable—until the party outsmarts it, uses the environment, or escapes with their lives.
To explore more creatures, return to the Creatures & Wildlife index and expand your roster with additional predators, pests, pack hunters, and megafauna.