Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Hutt Grand Vizier

    Hutt Grand Vizier enemy for SWURPG A Hutt Grand Vizier is power made articulate. Where Majordomos manage operations, Viziers shape policy, strategy, and consequence. They speak with the authority of a kajidic, negotiate on behalf of Hutts themselves, and decide which problems are solved with credits, which with violence, and which are allowed to become examples.

    In SWURPG encounters, a Grand Vizier represents indirect danger. They are rarely the strongest figure in the room, but they are almost always the most dangerous. Their words carry weight backed by fleets, assassins, economic pressure, and vendettas that last generations.

    Grand Viziers maintain networks that span systems: informants, compromised officials, mercenary commanders, and rival syndicates quietly in debt. They know who the heroes are long before the heroes know them — and they plan accordingly.

    Confronting a Grand Vizier is never just a combat encounter. It is a political act with cascading consequences, and surviving the moment does not mean surviving what comes next.

    Recommended Level Range: 8–12  |  Difficulty Rating (DR): 5

    Hutt Grand Vizier Stat Block (SWURPG)

    Hutt Grand Vizier

    Difficulty Rating (DR): 5
    Initiative: +6
    Type (Size): Humanoid (Medium)

    AC: 13 (Opulent Cartel Padded Attire (+2 AC, max Dex bonus 6))
    HP: 57 (12d6+12)
    Speed: 30 ft.

    Attributes:
    STR 8 (-1), DEX 12 (+1), CON 12 (+1), INT 16 (+3), WIS 16 (+3), CHA 18 (+4)

    Saves: WIS +8, CHA +9

    Skills: Persuasion +9, Deception +9, Intimidation +9, Insight +8, Investigation +8, Knowledge: Galactic Lore +8

    Languages: Basic, Huttese, At least two additional regional languages

    Equipment: Opulent Cartel Attire, Customized Blaster Pistol (+2 attack, +2 damage), Datapad (Advanced), Signet of Office, 1,000 Credits

    Traits:
    Voice of the Kajidic. All allied Hutt Cartel units within 30 feet gain Advantage on saving throws against being Frightened or Shaken and a +1 bonus to attack rolls while the Grand Vizier is conscious.
    Terrifying Presence (2/Short Rest). As a Bonus Action, the Grand Vizier targets up to two creatures it can see within 30 feet that can hear it. Each must succeed on a DC 16 Wisdom saving throw or become Frightened until the end of its next turn.
    You Know Who I Speak For. The first time each round the Grand Vizier would be targeted by an attack, the attacker must succeed on a DC 14 Wisdom saving throw or choose a different target or lose the attack.
    Master of Leverage. The Grand Vizier has Advantage on Persuasion, Deception, and Intimidation checks. Once per Short Rest, it may treat a failed Charisma-based check as a success instead.
    Calculated Survivor. When the Grand Vizier takes damage from an attack while an allied Hutt Cartel unit is within 5 feet, it may use its Reaction to redirect half of that damage (rounded down) to one allied unit of its choice within 5 feet. The ally takes the damage instead. This trait cannot be used if no such ally is present.
    Network of Informants. The Grand Vizier cannot be surprised and allies within 30 ft gain +2 to Initiative.
    Protected Asset. If the Grand Vizier is reduced to 0 HP, it instead drops to 1 HP and immediately moves up to its speed without provoking opportunity attacks. This trait can be used once per Long Rest.

    Actions:
    Customized Blaster Pistol (Ranged Weapon Attack) : +8 to hit, range/reach 60 ft, One target. Hit: 4 (1d10+2) energy damage

    Hutt Grand Vizier in Play

    A Hutt Grand Vizier avoids direct confrontation whenever possible. Encounters begin with negotiation, threats, or calculated concessions meant to delay violence and force the party into moral or strategic compromise.

    If combat erupts, the Vizier positions themselves behind elite guards and uses Terrifying Presence early to disrupt momentum. You Know Who I Speak For should be triggered the moment a high-damage character commits, reinforcing that attacking the Vizier is never a simple choice.

    The Vizier never fights to win the battlefield. They fight to escape, delay, and mark targets. Calculated Survivor and Protected Asset ensure they survive long enough for reinforcements, political retaliation, or narrative fallout.

    A Grand Vizier encounter should feel like the party crossed a line — and the galaxy noticed.

    Adventure Hooks Featuring Hutt Grand Vizier

    To explore more enemies, return to the Syndicates & Underworld index.