SWURPG
Hutt Henchman

Hutt Henchman

DR 0.5

Humanoid · Medium·Recommended levels: 1-3

AC
12(Half-Vest (+1 AC, max Dex bonus 6))
HP
11(2d8+2)
Speed
30 ft
Initiative
+3

Abilities

STR
12
+1
DEX
12
+1
CON
12
+1
INT
8
-1
WIS
9
-1
CHA
9
-1

Saves

  • DEX +3

Skills

  • Intimidation +2
  • Perception +2
  • Athletics +2

Languages

  • Basic

Equipment

Half-VestBlaster PistolClub50 Credits

Traits

Cartel Numbers

If the Hutt Henchman has at least one ally within 5 feet of its target, the Henchman gains a +1 bonus to attack rolls against that target.

Actions

Blaster PistolRanged Weapon Attack
To hit
+3
Range
60 ft
Target
One target
Hit
5 (1d10) energy damage
ClubMelee Weapon Attack
To hit
+3
Range
5 ft
Target
One target
Hit
3 (1d6) bludgeoning damage

Lore

Hutt Henchmen are the lowest rung of cartel enforcement—cheap muscle hired to intimidate locals, collect debts, guard entrances, and remind everyone who really owns the street. They aren’t professionals, and they aren’t loyal to ideals. They’re loyal to credits, fear, and the belief that the Hutt Cartel always wins in the end.

In SWURPG encounters, Hutt Henchmen exist to establish presence and pressure. They fight loudly, threaten openly, and rely on numbers rather than skill. Individually, they fold fast. Together, they’re a problem—blocking exits, swarming isolated targets, and turning a minor confrontation into a chaotic street brawl.

Henchmen are often locals pulled into the cartel’s orbit: desperate dockworkers, failed smugglers, or former gang members absorbed into Hutt territory. They know the streets, the shortcuts, and which authorities are already paid off.

Use Hutt Henchmen to show the cartel’s reach early. If they appear, it means someone owes something—and the Hutts are ready to collect.

In Play

Hutt Henchmen rely on numbers and intimidation, not finesse. They open encounters by posturing, blocking paths, and trying to surround a target before the first shot is fired. Once violence starts, they swarm isolated enemies to trigger Cartel Numbers and overwhelm through action economy.

They prefer to fight in tight spaces—alleys, cantinas, docking bays—where escape is difficult and civilians add chaos. Henchmen are quick to retreat if leadership drops, but while a Hutt-aligned enforcer or guard is present, they fight with surprising resolve.

Henchmen are not brave. If two or more fall quickly, survivors may flee to warn higher-ups, escalating the situation rather than ending it. A Henchman fight should feel like the opening move of a larger cartel response.

Adventure Hooks

  1. Debt CollectionHutt Henchmen arrive to collect a debt tied to a party ally—or a ship the heroes recently acquired. Refusal turns a shakedown into a street fight.
  2. Wrong CantinaThe party relaxes in what looks like a neutral cantina—until Hutt Henchmen lock the doors and demand cooperation on behalf of their employer.
  3. Message from the CartelThe Henchmen aren’t there to win—only to rough up the party and report back. The real problem hasn’t arrived yet.