Pyke Sentinels — often called Kessel Guards — are the cartel’s iron hand. They are not hired muscle or disposable soldiers, but trusted enforcers tasked with guarding spice mines, prison blocks, command centers, and high-value detainees.
In SWURPG encounters, a Pyke Sentinel is about control. They lock down space, deny movement, and punish anyone who tries to rush past them. Their presence turns corridors into kill zones and forces the party to think carefully about positioning.
Sentinels are chosen for reliability and intimidation. They project authority through posture and reputation alone, and violence is applied precisely when needed. If a Sentinel is on site, escalation has already been approved.
Use Pyke Sentinels to guard critical chokepoints, enforce cartel law, or anchor defensive lines where retreat is not an option.
Recommended Level Range: 4–8 | Difficulty Rating (DR): 3
Difficulty Rating (DR): 3
Initiative: +5
Type (Size): Humanoid (Medium)
AC: 17 (Kessel Guard Combat Armor (+4 AC, max Dex bonus 4))
HP: 46 (7d8+14)
Speed: 30 ft.
Attributes:
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 12 (+1)
Saves: DEX +5, CON +5, WIS +4
Skills: Perception +5, Intimidation +5, Athletics +6, Insight +4
Languages: Basic
Equipment: Kessel Guard Combat Armor, A-300 Blaster Rifle, Electrostaff, Medpac III, 300 Credits
Traits:
Pyke Authority. The Pyke Sentinel has Advantage on Intimidation checks. In addition, creatures of the Sentinel’s choice within 10 feet have Disadvantage on saving throws against being Frightened.
Control the Line. Once per round, when a creature the Pyke Sentinel can see enters or moves within 10 feet of the Sentinel, the Sentinel may use its Reaction to make a melee attack with its electrostaff.
Disciplined Enforcer. The Pyke Sentinel has Advantage on saving throws against being Frightened or Shaken.
Brace and Fire. If the Pyke Sentinel does not move during its turn, it gains a +1 bonus to ranged attack rolls until the start of its next turn.
Actions:
A-300 Blaster Rifle
(Ranged Weapon Attack) : +6 to hit, range/reach 90 ft, One target. Hit: 8 (2d8) energy damage
Electrostaff
(Melee Weapon Attack) : +6 to hit, range/reach 5 ft, One target. Hit: 9 (1d10+4) kinetic damage; target must succeed on a DC 13 Constitution saving throw or be Stunned until the end of its next turn.
Pyke Sentinels establish control early. They position themselves at chokepoints, doorways, or elevated positions where their presence limits enemy movement. From range, they use A-300 blaster rifle fire to punish exposed targets and force enemies into predictable lanes.
Enemies who attempt to close distance are met with Control the Line, allowing the Sentinel to interrupt movement with an electrostaff strike. A successful hit can Stun a target, immediately halting momentum and setting up allies to capitalize.
Pyke Authority is used to dominate the psychological space of the encounter. Sentinels issue commands, threats, and ultimatums mid-fight, leveraging fear to destabilize enemies already under pressure.
Sentinels do not retreat casually. If ordered to fall back, they do so deliberately, maintaining formation and covering allies. Breaking a Sentinel’s position should feel like earning ground through effort — not simply overwhelming them with damage.
To explore more enemies, return to the Syndicates & Underworld index.