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...
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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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