SWURPG
Veteran Bounty Hunter — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 7

Veteran Bounty Hunter

TR 7

Humanoid · Medium·Recommended levels: 12-16

AC
17(Holoshroud Armor (+3 AC, max Dex bonus 5))
HP
120(16d10+32)
Speed
30 ft
Initiative
+10

Abilities

STR
13
+1
DEX
18
+4
CON
15
+2
INT
13
+1
WIS
15
+2
CHA
13
+1

Saves

  • DEX +10
  • WIS +8
  • CON +8

Skills

  • Perception +14
  • Stealth +10
  • Survival +8
  • Intimidation +7

Languages

  • Basic
  • Huttese

Equipment

Holoshroud ArmorEE-3 Blaster CarbineAmban Phase-Pulse RifleWhipcord LauncherCarbonite ProjectorBinder CuffsBounty PuckMedpac III

Traits

Hunter's Arsenal

Trained across the full hunter's kit; the Veteran is proficient with medium armor, rifles, and carbines, and has specialized in its primary weapon (+1 attack / +1 damage, already included).

Relentless Pursuit

Once per fight, the Veteran may take the Dash action and make one weapon attack as part of the same turn — there is no simply outrunning it.

Hunter's Patience

After the Veteran successfully takes the Hide action, its next attack roll has Advantage. It may re-Hide as a Bonus Action if it has cover or concealment available.

Marksman's Patience

Once per turn, if the Veteran does not move and does not use its bonus action, its next ranged weapon attack deals +4 extra damage.

Point Blank Shot

When the Veteran makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to the attack roll and +1 to damage on a hit.

Evasion

When the Veteran makes a Dexterity saving throw against an effect for half damage, it instead takes no damage on a success and half on a failure.

Tactical Reflex

Once per fight, when initiative is rolled, the Veteran may immediately take the Dash, Hide, or Attack action before the first turn — if it attacks, the shot is made with Advantage.

Toughness

Years in the trade have hardened it; the Veteran has an additional +2 HP per level (already included above).

Improved Initiative

The Veteran rolls Initiative with Advantage.

Actions

Multiattack

The Veteran makes two attacks with its EE-3 Blaster Carbine, or one carbine attack and one Whipcord Launcher (capture) attack.

EE-3 Blaster CarbineRanged Weapon Attack
To hit
+10
Range
100 ft
Target
One target
Hit
9 (2d8) energy damage (+1 within 20 ft; +4 if the Veteran did not move — Marksman's Patience).
Amban Phase-Pulse RifleRanged Weapon Attack
To hit
+10
Range
200 ft
Target
One target
Hit
11 (2d10) energy damage. A creature reduced to 0 HP by this weapon is disintegrated — no body, no gear, no loot.
Whipcord LauncherRanged Weapon Attack
To hit
+10
Range
30 ft
Target
One Large or smaller creature
Hit
2 (1d4) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be Restrained until it or an ally frees it with an action.
Carbonite ProjectorRanged Weapon Attack
To hit
+10
Range
15 ft
Target
One target
Hit
3 (1d6) cold damage, and the target must succeed on a DC 18 Constitution saving throw or be Restrained in carbonite (freed with an action + DC 14 Strength). A target already Helpless is fully encased and Paralyzed.

Reactions

Mark for Capture

When a creature the Veteran can see within 30 feet takes the Disengage action or otherwise tries to flee, the Veteran may make one ranged weapon attack against it. If it fires a capture weapon (Whipcord Launcher or Carbonite Projector) and hits, the target must also make that weapon's Restrain saving throw.

Lore

A Veteran Bounty Hunter is what a hunter becomes if they live long enough — the apex of the trade, the name a broker saves for the mark no one else could bring in. They have hunted every kind of quarry across every kind of ground, and it shows in the small economies of a professional who never wastes a shot: the patient overwatch, the whipcord instead of a bolt when the puck says alive, the disintegrator rifle held in reserve for the one it says dead. They do not chase so much as arrive, always a step ahead, because they have already read how the mark will run.

These are the hunters legends are told about — the ones who took contracts warlords couldn't fill and walked away richer. A Veteran works alone or leads a crew as easily, honors the Code and the 'no disintegrations' line when the contract calls for it, and breaks a fleeing quarry's confidence simply by being, unhurriedly, still there. A party that has drawn the attention of one has become the most valuable thing in the galaxy: a mark worth a Veteran's time.

In Play

The apex hunter is a solo boss or the leader of a Guild crew. Open with Tactical Reflex for a free advantaged shot, then alternate patient stationary carbine fire (Marksman's Patience +4) with Relentless Pursuit to close on a runner and Hunter's Patience to strike from concealment. Use the whipcord and carbonite to take a PC alive if the contract wants it — Mark for Capture punishes anyone who tries to flee. Draw the Amban only for a kill contract (it destroys the body). Evasion and high saves make it hard to burst down; its AC is modest by design — it survives on mobility and never being where the party expects. As an ally, a hired Veteran is a campaign-altering favor with a campaign-altering price. Counter it by denying it patience: crowd it, deny cover, and never let it pick the ground.

Adventure Hooks

  1. Worth a Veteran's timeSomeone has put a price on the party big enough to draw a Veteran Bounty Hunter — and unlike every hunter before it, this one is already ahead of them, taking them alive one at a time on ground of its choosing. There is no outrunning it; the only ways out are to remove the price, out-think the hunter, or make themselves not worth the trouble.
  2. The impossible contractThe party needs someone brought in that no ordinary hunter can reach — deep in hostile territory, behind a warlord's guns. A Veteran Bounty Hunter will take the contract for a staggering fee or a favor of equal weight, and actually deliver. The question is what the party owes when it's done, and whether the Veteran's next contract has their name on it.