S.T.A.L.K.E.R. 2: Heart of Chornobyl - Mutants

The mutant ecology of the Chornobyl Exclusion Zone in S.T.A.L.K.E.R. 2: Heart of Chornobyl, from the scavengers that fill the southern regions to the psionic and chimeric predators of the irradiated centre. Mutants are not scripted encounters: they roam, hunt and fight each other, and most of them c...
of 13 entries · updated 2026-09-15
Name Type Description Stats
Blind Dog Pack Predator Hairless, blind dogs that hunt in packs and rely on smell and hearing. Threat: Low alone, moderate in packs Behaviour: Encircles and attacks from the flanks Weakness: Shotgun spread at close range; chokepoints
Flesh Mutated Animal A hairless, deformed descendant of domestic pigs that wanders the Zone in small groups. Threat: Low Behaviour: Wanders and flees when hurt Weakness: Any firearm; slow enough to avoid entirely
Boar Mutated Animal A heavily built mutant boar with a bone-plated skull and a charge that will put a stalker on the ground. Threat: Moderate Behaviour: Repeated head-down charges Weakness: Sidestep the charge and fire into the flank
Snork Humanoid Mutant A former human twisted into a crouching, gas-masked predator that moves on all fours and leaps enormous distances. Threat: High Behaviour: Long leaping rushes, often from elevated positions Weakness: Shotguns and automatic fire at close range; open ground
Bloodsucker Apex Mutant The Zone's most feared ordinary predator: a tall, tentacle-faced humanoid that turns almost invisible and closes on the player in near silence. Threat: Very high Behaviour: Invisibility, ambush from behind, retreat and re-approach Weakness: Shotguns, sustained fire, standing with a wall at your back
Pseudodog Mutant Predator A large, intelligent canine mutant that hunts with a pack of lesser dogs and can create phantom duplicates of itself to split the player's attention. Threat: High Behaviour: Pack hunter with illusory duplicates Weakness: Identify the real animal; area damage clears the illusions
Controller Psionic Mutant A bloated humanoid whose exposed brain projects a psionic field that disorients, blinds and eventually kills anyone who stays in line of sight. Threat: Very high Behaviour: Ranged psionic attack that ignores armour Weakness: Break line of sight, close distance, use cover
Burer Psionic Mutant A short, telekinetic mutant that hurls debris, pulls weapons out of the player's hands and shields itself with a telekinetic barrier. Threat: High Behaviour: Telekinetic projectiles, weapon disarm, protective barrier Weakness: Sustained damage to break the barrier; cover from thrown objects
Poltergeist Anomalous Entity An invisible, electrical entity that occupies buildings and throws loose objects at anything that enters. Threat: Moderate Behaviour: Invisible, throws objects, occupies interiors Weakness: Force it to manifest, then concentrate fire
Pseudogiant Apex Mutant A mountain of muscle and bone-plated hide that shrugs off small arms and answers with a ground-shaking stomp that knocks the player down and damages everything nearby. Threat: Extreme Behaviour: Slow advance, shockwave stomp, enormous health pool Weakness: Heavy weapons, explosives, keeping distance
Chimera Apex Mutant A two-headed, near-invisible predator that hunts the deep Zone and is fast enough to close on a sprinting player. Threat: Extreme Behaviour: Stealth approach, extremely fast, relentless pursuit Weakness: Heavy weapons and explosives; fighting in open ground with an escape route
Tushkano Scavenger Mutant A large, aggressive rodent mutant that lives in tunnels, basements and the deeper industrial spaces. Threat: Low alone, high in swarms Behaviour: Swarm attacks in enclosed spaces Weakness: Automatic fire and shotguns in corridors
Zombified Stalker Humanoid Mutant Stalkers whose minds were destroyed by psionic exposure or the Zone's emissions, left shambling through the ruins in ragged groups. Threat: Low to moderate Behaviour: Slow advance in groups, poor accuracy Weakness: Headshots; they are slow enough to outmanoeuvre
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