There's not a block to change the mass, but in theory there should be code for it. Additionally, an easier way might be to create a separate version for each upgrade level with appropriate mass settings.
Finally, all the above is just in case you're using built-in physics to determine the reaction. The easiest way to do this would be for mass just be be another number attribute of the actor, and the reaction (stop, slow, or destroy) to contact be determined by the value of that attribute (plus speed if desired). This avoids weird stuff from unexpected physics interactions as well.