Hutt Guards are trusted cartel soldiers tasked with protecting valuable territory, personnel, and assets. Unlike disposable henchmen, guards are vetted, armed properly, and expected to hold their ground under pressure. They serve as palace security, warehouse sentries, convoy escorts, and the visible reminder that Hutt holdings are not up for negotiation.
In SWURPG encounters, Hutt Guards represent the cartel’s first real defensive line. They are disciplined enough to fight in formation, hold choke points, and delay intruders long enough for reinforcements to arrive. They don’t posture or threaten unnecessarily — their presence alone is meant to discourage escalation.
Guards are often long-term cartel employees, paid well and rotated between assignments to prevent local loyalties from forming. Many have survived internal purges, rival raids, or failed coups, and they understand that loyalty to the Hutt Cartel is both profitable and non-optional.
When Hutt Guards appear, the party has moved beyond street-level interference. They are now trespassing on something the cartel considers worth defending.
Recommended Level Range: 2–4 | Difficulty Rating (DR): 1
Difficulty Rating (DR): 1
Initiative: +2
Type (Size): Humanoid (Medium)
AC: 12 (Reinforced Half-Vest (+2 AC, max Dex bonus 5))
HP: 23 (3d10+6)
Speed: 30 ft.
Attributes:
STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 8 (-1)
Saves: DEX +2, CON +4
Skills: Perception +3, Athletics +5, Intimidation +2
Languages: Basic
Equipment: Reinforced Half-Vest, Great-Axe, 100 Credits
Traits:
Cartel Discipline. The Hutt Guard has Advantage on saving throws against being Frightened or Shaken while it can see another Hutt-aligned ally within 20 feet.
Power Attack. Before making a melee attack, the Hutt Guard can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.
Actions:
Great-Axe
(Melee Weapon Attack) : +4 to hit, range/reach 5 ft, One target. Hit: 8 (1d10+2) slashing damage
Hutt Guards fight like immovable obstacles rather than hunters. They position themselves in narrow corridors, doorways, stairwells, and choke points where their size, reach, and strength matter most, forcing enemies to come to them.
They open combat by holding ground and daring intruders to advance, using their great-axes to punish anyone who closes distance carelessly. Power Attack is used aggressively when a target commits to melee or attempts to push past the guard, turning each swing into a credible threat.
Cartel Discipline keeps guards steady as long as allies are nearby, making them difficult to intimidate or break through fear effects. Guards focus on stopping progress rather than chasing kills, trading mobility for control of space.
If overwhelmed, surviving guards fall back to secondary defensive positions rather than fleeing outright, buying time for Hutt Enforcers or heavier cartel muscle to arrive. A Hutt Guard encounter should feel like grinding resistance — slow, dangerous, and costly to bypass.
To explore more enemies, return to the Syndicates & Underworld index.