SWURPG
Hutt Guard

Hutt Guard

DR 1

Humanoid · Medium·Recommended levels: 2-4

AC
12(Reinforced Half-Vest (+2 AC, max Dex bonus 5))
HP
23(3d10+6)
Speed
30 ft
Initiative
+2

Abilities

STR
14
+2
DEX
10
+0
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
8
-1

Saves

  • DEX +2
  • CON +4

Skills

  • Perception +3
  • Athletics +5
  • Intimidation +2

Languages

  • Basic

Equipment

Reinforced Half-VestGreat-Axe100 Credits

Traits

Cartel Discipline

The Hutt Guard has Advantage on saving throws against being Frightened or Shaken while it can see another Hutt-aligned ally within 20 feet.

Power Attack

Before making a melee attack, the Hutt Guard can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.

Actions

Great-AxeMelee Weapon Attack
To hit
+4
Range
5 ft
Target
One target
Hit
8 (1d10+2) slashing damage

Lore

Hutt Guards are trusted cartel soldiers tasked with protecting valuable territory, personnel, and assets. Unlike disposable henchmen, guards are vetted, armed properly, and expected to hold their ground under pressure. They serve as palace security, warehouse sentries, convoy escorts, and the visible reminder that Hutt holdings are not up for negotiation.

In SWURPG encounters, Hutt Guards represent the cartel’s first real defensive line. They are disciplined enough to fight in formation, hold choke points, and delay intruders long enough for reinforcements to arrive. They don’t posture or threaten unnecessarily — their presence alone is meant to discourage escalation.

Guards are often long-term cartel employees, paid well and rotated between assignments to prevent local loyalties from forming. Many have survived internal purges, rival raids, or failed coups, and they understand that loyalty to the Hutt Cartel is both profitable and non-optional.

When Hutt Guards appear, the party has moved beyond street-level interference. They are now trespassing on something the cartel considers worth defending.

In Play

Hutt Guards fight like immovable obstacles rather than hunters. They position themselves in narrow corridors, doorways, stairwells, and choke points where their size, reach, and strength matter most, forcing enemies to come to them.

They open combat by holding ground and daring intruders to advance, using their great-axes to punish anyone who closes distance carelessly. Power Attack is used aggressively when a target commits to melee or attempts to push past the guard, turning each swing into a credible threat.

Cartel Discipline keeps guards steady as long as allies are nearby, making them difficult to intimidate or break through fear effects. Guards focus on stopping progress rather than chasing kills, trading mobility for control of space.

If overwhelmed, surviving guards fall back to secondary defensive positions rather than fleeing outright, buying time for Hutt Enforcers or heavier cartel muscle to arrive. A Hutt Guard encounter should feel like grinding resistance — slow, dangerous, and costly to bypass.

Adventure Hooks

  1. Palace SecurityThe party infiltrates a Hutt estate and must bypass layered guard posts designed to delay intruders rather than stop them outright.
  2. Warehouse WatchHutt Guards patrol a spice warehouse on rotating shifts, creating predictable but dangerous security patterns the party must exploit.
  3. Escort DutyA guarded Hutt envoy moves through hostile territory, protected by disciplined guards prepared to hold chokepoints while the VIP escapes.