Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Pyke Elite Guard

    Pyke Elite Guard enemy for SWURPG Pyke Elite Guards are the cartel’s final line of defense — handpicked enforcers entrusted with the personal safety of Capos, lieutenants, and senior Pyke leadership. These guards are not deployed for territory control or routine security; they exist to ensure that anyone who gets close to Pyke power does not leave under their own power.

    In SWURPG encounters, a Pyke Elite Guard represents absolute commitment. They are heavily armored, physically imposing, and trained to dominate confined spaces with electrostaff techniques designed to stun, break formations, and deny movement. Where other Pyke forces rely on ranged suppression or numbers, Elite Guards excel at control — locking enemies in place and punishing anyone who tries to push past them.

    Elite Guards are most commonly encountered in high-value environments: audience chambers, spice vaults, secure transport bays, and the inner sanctums of Pyke compounds. Their presence is deliberate and intimidating. They do not posture or issue threats; their silence communicates that escalation has already been approved.

    Tactically, Elite Guards are conditioned to fight while protecting others. They intercept attacks meant for Pyke leaders, physically block corridors and stairwells, and use their double-bladed electrostaffs to keep multiple enemies at bay. Their training emphasizes endurance, discipline, and battlefield awareness over speed or finesse.

    When a Pyke Elite Guard enters a scene, the tone of the encounter shifts. This is no longer a skirmish or a raid — it is a direct challenge to cartel authority. Surviving an Elite Guard is an achievement. Defeating one sends a message the Pyke Syndicate will not ignore.

    Recommended Level Range: 6–10  |  Difficulty Rating (DR): 4

    Pyke Elite Guard Stat Block (SWURPG)

    Pyke Elite Guard

    Difficulty Rating (DR): 4
    Initiative: +5
    Type (Size): Humanoid (Medium)

    AC: 17 (Elite Pyke Guard Armor (+6 AC, max Dex bonus 1))
    HP: 62 (8d8+24)
    Speed: 30 ft.

    Attributes:
    STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 9 (-1), WIS 10 (+0), CHA 9 (-1)

    Saves: DEX +5, CON +7, WIS +4

    Skills: Perception +4, Intimidation +3, Athletics +7, Insight +4

    Languages: Basic

    Equipment: Elite Pyke Guard Armor, Double Electrostaff, Encrypted Commlink, Medpac II, 400 Credits

    Traits:
    Elite Cartel Discipline. The Pyke Elite Guard has Advantage on saving throws against being Frightened, Shaken, or knocked Prone.
    Bodyguard Intercept. When a creature the Elite Guard can see targets an allied Pyke leader (Capo or higher) within 5 feet with an attack, the Elite Guard may use its Reaction to impose Disadvantage on that attack roll.
    Control the Space. Creatures of the Elite Guard’s choice that start their turn within 10 feet of the Elite Guard have their speed reduced by 10 ft until the start of their next turn.
    Power Attack. Before making a melee attack, the Elite Guard can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.
    Dual Wielder. The Elite Pyke Guard suffers no penalty on attack rolls when fighting with a double weapon.

    Actions:
    Double Electrostaff (Melee Weapon Attack) : +7 to hit, range/reach 5 ft, One target. Hit: 12 (1d8/1d8+3) kinetic damage; the target must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn.

    Pyke Elite Guard in Play

    Pyke Elite Guards exist to control space and deny access. They position themselves directly between enemies and Pyke leadership, forcing opponents to fight through them or waste actions repositioning. Control the Space should be active immediately, slowing advances and preventing easy flanks.

    They do not chase targets. Instead, they hold key ground near Capos or bosses, using Bodyguard Intercept to blunt critical hits and punish anyone who tries to bypass them. Enemies that rush past an Elite Guard quickly find themselves boxed in, slowed, and exposed to counterattacks.

    In melee, Elite Guards fight aggressively but methodically. They use Power Attack when facing restrained, slowed, or already-engaged enemies, trusting their durability and discipline to absorb counterblows. The double electrostaff is used to threaten multiple angles, forcing enemies to respect the Guard’s reach and control rather than trading blows recklessly.

    Elite Guards do not retreat unless ordered by a superior. If the fight turns against the Pykes, they form a living wall, covering withdrawals and delaying pursuit long enough for leadership to escape. Removing an Elite Guard should feel like breaking a siege line — once they fall, the entire encounter immediately shifts.

    Adventure Hooks Featuring Pyke Elite Guard

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