Hutt Enforcers are the cartel’s problem-solvers — the ones sent when a “missed payment” becomes a pattern, when a rival crew starts getting brave, or when someone insults a Hutt and needs to learn what that actually means. They’re not ceremonial guards and not disposable henchmen. They’re professionals trained to apply pressure, deliver consequences, and leave survivors with a very clear understanding of who runs the street.
In SWURPG encounters, a Hutt Enforcer sits in the sweet spot between basic security and true elite operators. They hit harder, take more punishment, and fight with a brutal sense of teamwork. Where guards hold a line, enforcers push into you — they isolate targets, overwhelm with close-range violence, and keep the fight ugly until the job is done.
Enforcers are commonly deployed as debt collectors, spice-lab muscle, palace “back room” security, and convoy bruisers who prevent problems from reaching the VIP. They’re also used as intimidation assets: a Hutt doesn’t need to show up personally when an enforcer can deliver the message with a broken doorframe and a calm, practiced stare.
Use Hutt Enforcers to make the cartel feel real and structured. When they arrive, the party isn’t dealing with random crime — they’re dealing with a business. And the business is enforcing its terms.
Recommended Level Range: 3–7 | Difficulty Rating (DR): 2
Difficulty Rating (DR): 2
Initiative: +5
Type (Size): Humanoid (Medium)
AC: 15 (Cartel Combat Vest (+3 AC, max Dex bonus 4))
HP: 43 (6d10+12)
Speed: 30 ft.
Attributes:
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 9 (-1), WIS 10 (+0), CHA 10 (+0)
Saves: DEX +5, CON +5
Skills: Intimidation +4, Perception +3, Athletics +5, Insight +3
Languages: Basic
Equipment: Cartel Combat Vest, Heavy Blaster Pistol, Vibroknuckles, Medpac II, 200 Credits
Traits:
Cartel Discipline. The Hutt Enforcer has Advantage on saving throws against being Frightened or Shaken while it can see another Hutt-aligned ally within 20 feet.
Roughhouse Specialist. If the Hutt Enforcer has an ally within 5 feet of its target, the Enforcer gains a +1 bonus to melee attack rolls against that target.
Unpleasant Reputation. The Hutt Enforcer has Advantage on Intimidation checks made to threaten, coerce, or extract compliance.
Actions:
Heavy Blaster Pistol
(Ranged Weapon Attack) : +5 to hit, range/reach 60 ft, One target. Hit: 7 (1d12) energy damage
Vibroknuckles
(Melee Weapon Attack) : +5 to hit, range/reach 5 ft, One target. Hit: 7 slashing damage
Hutt Enforcers fight to dominate space and morale, not to trade shots at range. They open encounters with heavy blaster pistol fire only long enough to force movement, flush targets from cover, or punish hesitation. Once an opening appears, they close distance aggressively.
In melee, enforcers work in pairs. One engages directly with vibroknucklers while another moves to block escape routes or threaten allies. Roughhouse Specialist rewards this behavior, turning isolated targets into quick takedowns through overwhelming close-range pressure.
Enforcers prioritize vulnerable or cornered characters—backliners, wounded enemies, or anyone cut off from support. They do not spread attacks evenly; cartel violence is deliberate and efficient.
Unpleasant Reputation isn’t just social leverage. Use it during standoffs or mid-fight intimidation to rattle NPC allies, extract surrender, or discourage reinforcements from pressing forward.
If the fight turns against them, Hutt Enforcers retreat methodically rather than breaking. They fall back to tighter spaces, call for reinforcements, or regroup with heavier cartel muscle, dragging the party into environments where close-quarters brutality favors them.
To explore more enemies, return to the Syndicates & Underworld index.