A Hutt Majordomo is not muscle — they are management. These figures oversee day-to-day cartel operations, negotiate contracts, resolve disputes, and ensure the Hutt’s will is carried out without requiring their direct involvement. If a palace runs smoothly, a spice route stays profitable, or a rival disappears quietly, a Majordomo likely orchestrated it.
In SWURPG encounters, a Majordomo represents power expressed through authority rather than violence. They command respect, fear, and obedience through reputation alone, backed by the unspoken threat of cartel retaliation. Even hardened criminals hesitate before crossing someone who speaks directly for a Hutt.
Majordomos are deeply embedded in networks of bribery, favors, and surveillance. They know who owes money, who broke terms, and who can be leaned on when a situation escalates. When confronted, they rarely panic — they stall, threaten consequences, and let their guards do the bleeding.
Defeating a Majordomo is rarely just a fight. It disrupts logistics, exposes secrets, and invites retaliation from every layer of the cartel that depended on them.
Recommended Level Range: 5–8 | Difficulty Rating (DR): 3
Difficulty Rating (DR): 3
Initiative: +5
Type (Size): Humanoid (Medium)
AC: 13 (Formal Cartel Padded Attire (+1 AC, max Dex bonus 6))
HP: 44 (8d6+16)
Speed: 30 ft.
Attributes:
STR 9 (-1), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 14 (+2), CHA 16 (+3)
Saves: WIS +6, CHA +7
Skills: Persuasion +7, Deception +7, Insight +6, Intimidation +6, Investigation +6
Languages: Basic, Huttese
Equipment: Formal Cartel Padded Attire, Customized Blaster Pistol (+1 Attack, +1 Damage), Datapad (Advanced), 400 Credits
Traits:
Voice of the Hutt. While the Majordomo is conscious, allied Hutt Cartel units within 30 feet gain a +1 bonus to saving throws and Advantage on Intimidation checks.
Terrifying Authority (2/Short Rest). As a Bonus Action, the Majordomo targets one creature it can see within 30 feet that can hear it. The target must succeed on a DC 14 Wisdom saving throw or become Frightened until the end of its next turn.
Political Immunity. The first time each combat the Majordomo would be hit by an attack, the attacker must succeed on a DC 12 Wisdom saving throw or choose a different target or lose the attack. This represents hesitation, uncertainty, or fear of consequences.
Master Negotiator. The Majordomo has Advantage on Persuasion and Deception checks, and may reroll one failed Persuasion or Deception check per Short Rest.
Calculated Retreat. When the Majordomo takes the Disengage action, it may move up to half its speed without provoking opportunity attacks.
Actions:
Customized Blaster Pistol
(Ranged Weapon Attack) : +6 to hit, range/reach 60 ft, One target. Hit: 5 (1d10+1) energy damage
A Hutt Majordomo avoids direct combat whenever possible. They open encounters with dialogue, threats, or offers designed to buy time while allies position themselves. Terrifying Authority is used early to rattle aggressive characters and delay decisive action.
The Majordomo stays behind cover and allies, using Political Immunity to avoid being immediately targeted. Their role is battlefield control through fear and hesitation, not damage output.
If pressured, the Majordomo disengages strategically, retreating toward guards or escape routes while continuing to issue commands. Voice of the Hutt keeps nearby cartel forces disciplined and difficult to intimidate.
A Majordomo fight should feel tense and consequential — killing them may be easy, but surviving the fallout rarely is.
To explore more enemies, return to the Syndicates & Underworld index.