Mutant Brute
A swollen mutant built for smashing doors, shields, and people.
Threat File — Mutant Brute
TR 4 · Chaos & HereticsSaves: Toughness +6
Proficiencies: Athletics +6
Slab of Meat. The brute ignores the first Pinned result inflicted on it each scene.
Wrecker. The brute deals double damage to cover, doors, and barricades, and can convert a section of Heavy Cover to Light Cover with one full turn of work.
Crushing Blow. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage, and the target makes a Toughness Save DC 12 or is hurled 10 feet back and knocked Prone.
Sweep. The brute strikes every creature within reach. Melee Attack: +5 to hit each target. Hit: 1d8 + 4 bludgeoning damage.
Morale: Too dim to flee while enemies are close; wanders or rampages if its handlers die.
Tactics: Point it at whatever the party is hiding behind and let it walk through the return fire. It forces repositioning, not chases; anyone who kites it wins, anyone who holds ground loses their cover. Cult handlers nearby keep it aimed.
Loot / Evidence / Hooks: Its handler's goad and chain-leash, plus whatever crushed valuables were behind the last barricade it ate.
Enemy Dossier
GM ReferenceThe Mutant Brute is what happens when the warp decides a human should be a battering ram. Swollen muscle, plated hide, and just enough mind left to hate doors, shields, and people.
Use this enemy to break the party's line, smash fortifications, and give cult forces an answer to Heavy Cover.
High durability for its TR, heavy melee damage, slow and stupid, vulnerable to kiting and Fire Lanes.
Slab of Meat. Extra Vitality and ignores the first Pinned result inflicted on it each scene.
Wrecker. Deals double damage to cover, doors, and barricades; can convert Heavy Cover to Light Cover with a turn of work.
Crushing Blow. Heavy melee attack that can hurl the target back and prone.
Sweep. Strikes every creature within reach at reduced damage.
Morale: Too dim to flee while enemies are close; wanders or rampages if its handlers die.
Tactics: Point it at whatever the party is hiding behind and let it walk through the return fire. It should force repositioning, not chase — anyone who kites it wins, anyone who holds ground loses their cover. Cult handlers nearby keep it aimed.
Full Stat Block Priority: Medium