Mutilator
A close-range flesh-armory of changing blades.
Threat File — Mutilator
TR 11 · Traitor AstartesSaves: Toughness +10, Willpower +7
Blades That Learn. After the mutilator hits a target, its next attack against that target deals +2 damage as the weapons adapt.
Fleshmetal Hide. The mutilator reduces all incoming damage by 5, and regains 10 Vitality at the start of its turn if it is adjacent to an enemy.
Warp-Stride Arrival. Once per scene, the mutilator teleports up to 60 feet to a point adjacent to an enemy.
Shifting Arsenal. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 3d10 + 5 rending damage; the weapon's form changes with every swing. On a critical hit, the target's armor is degraded, reducing its Defense by 1 until repaired.
Butcher's Whirl. The mutilator makes one Shifting Arsenal attack against every creature adjacent to it. Hit: 2d10 + 5 rending damage.
Grind Through Cover. The mutilator destroys an adjacent barricade, hatch, or section of light cover and moves into the gap.
Morale: Does not check morale; it pursues wounded prey with single-minded hunger and dies still cutting.
Tactics: Hold it off-board, then teleport it into the middle of the party's formation once they are committed to shooting something else. It fights whoever is closest and adapts to whoever hurts it; the party's answer is distance, and they should have to earn it.
Loot / Evidence / Hooks: A sample of its still-shifting blade-flesh is worth a fortune to the wrong buyer and a Corruption exposure to whoever carries it.
Enemy Dossier
GM ReferenceA Mutilator is the Obliterator curse expressed entirely in blades: a close-range flesh-armory whose limbs reforge mid-swing into whatever kills you best. It exists to be inside the party's line.
Use this enemy as a breach horror or teleport-strike threat that turns the party's fortified position into a melee they did not agree to.
Extreme durability, adaptive armor-defeating melee, slow approach but brutal arrival, immune to suppression, weak at range.
Blades That Learn. After hitting a target, its next attack against that target gains +1 damage as the weapons adapt.
Fleshmetal Hide. Reduces all incoming damage; regenerates while in melee.
Warp-Stride Arrival. Once per scene, teleports up to 60 feet to a point adjacent to an enemy.
Shifting Arsenal. Melee attack whose form changes each swing; on a critical hit, the target's armor is degraded.
Butcher's Whirl. Melee attack against every adjacent creature.
Grind Through Cover. Destroys an adjacent barricade, hatch, or cover section and moves into the gap.
Morale: Does not check morale; it pursues wounded prey with single-minded hunger and dies still cutting.
Tactics: Hold it off-board, then teleport it into the middle of the party's formation once they are committed to shooting something else. It fights whoever is closest and adapts to whoever hurts it. The party's answer is distance — make them earn it.
Full Stat Block Priority: High