Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Hutt Henchman

    Hutt Henchman enemy for SWURPG Hutt Henchmen are the lowest rung of cartel enforcement—cheap muscle hired to intimidate locals, collect debts, guard entrances, and remind everyone who really owns the street. They aren’t professionals, and they aren’t loyal to ideals. They’re loyal to credits, fear, and the belief that the Hutt Cartel always wins in the end.

    In SWURPG encounters, Hutt Henchmen exist to establish presence and pressure. They fight loudly, threaten openly, and rely on numbers rather than skill. Individually, they fold fast. Together, they’re a problem—blocking exits, swarming isolated targets, and turning a minor confrontation into a chaotic street brawl.

    Henchmen are often locals pulled into the cartel’s orbit: desperate dockworkers, failed smugglers, or former gang members absorbed into Hutt territory. They know the streets, the shortcuts, and which authorities are already paid off.

    Use Hutt Henchmen to show the cartel’s reach early. If they appear, it means someone owes something—and the Hutts are ready to collect.

    Recommended Level Range: 1–3  |  Difficulty Rating (DR): 0.5

    Hutt Henchman Stat Block (SWURPG)

    Hutt Henchman

    Difficulty Rating (DR): 0.5
    Initiative: +3
    Type (Size): Humanoid (Medium)

    AC: 12 (Half-Vest (+1 AC, max Dex bonus 6))
    HP: 11 (2d8+2)
    Speed: 30 ft.

    Attributes:
    STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 8 (-1), WIS 9 (-1), CHA 9 (-1)

    Saves: DEX +3

    Skills: Intimidation +2, Perception +2, Athletics +2

    Languages: Basic

    Equipment: Half-Vest, Blaster Pistol, Club, 50 Credits

    Traits:
    Cartel Numbers. If the Hutt Henchman has at least one ally within 5 feet of its target, the Henchman gains a +1 bonus to attack rolls against that target.

    Actions:
    Blaster Pistol (Ranged Weapon Attack) : +3 to hit, range/reach 60 ft, One target. Hit: 5 (1d10) energy damage
    Club (Melee Weapon Attack) : +3 to hit, range/reach 5 ft, One target. Hit: 3 (1d6) bludgeoning damage

    Hutt Henchman in Play

    Hutt Henchmen rely on numbers and intimidation, not finesse. They open encounters by posturing, blocking paths, and trying to surround a target before the first shot is fired. Once violence starts, they swarm isolated enemies to trigger Cartel Numbers and overwhelm through action economy.

    They prefer to fight in tight spaces—alleys, cantinas, docking bays—where escape is difficult and civilians add chaos. Henchmen are quick to retreat if leadership drops, but while a Hutt-aligned enforcer or guard is present, they fight with surprising resolve.

    Henchmen are not brave. If two or more fall quickly, survivors may flee to warn higher-ups, escalating the situation rather than ending it. A Henchman fight should feel like the opening move of a larger cartel response.

    Adventure Hooks Featuring Hutt Henchman

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