Morghur

==Summary==
Morghur, known in ancient times as the Shadowgave, the Master of Skulls and to the Elves as simply, The Corruptor, is an ancient and wholly unkillable Beastlord that has terrorized the forested woodlands of the Old World for centuries. Beastmen revere Morghur, believing that his spirit walked the world before the birth of their race; the incarnation of disorder and pure Chaos. They set out from thousands of miles away to stand in his presence, drawn to him by urges they do not question; a tainted pilgrimage that often destroys them.
Only the strongest-willed survive such an encounter, though their minds are usually shattered and plagued by visions ever after. The bodies of most are wracked by fatal change. Those few that do live on with minds intact return to their warherds where they are regarded with awe and respect, and invariably rise to become powerful Wargors and Beastlords.
==Powers and Stats==
Tier: from to , likely in it's most powerful incarnations | up to 
Keys: Within Reality | Within The Realm of Chaos
Name: Morghur, The Shadowgave, Master of Skulls, The Corruptor, Cyanathair, Gor-Dum, The Incarnation of Disorder and Chaos
Origin: Warhammer Fantasy
Gender: Male
Age: Around 10,000. Was alive before the creation of the Beastmen
Classification: Beastmen, Unkillable Beastlord
Powers and Abilities: 
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|-|Within Reality=
 
*Superhuman Physical Characteristics 
*Immortality (Type 2, 3, 4, likely 6 and 9, Morghur is an entity fromWarhammer Armies: Wood Elves (8th Edition): Page 12 The Realm of Chaos. It is a spirit far too large to be contained within it's physical form, that exists as an expansive black mass made out ofWarhammer Armies: Wood Elves (7th Edition): Page 57 Aethyr. Upon death it will be immedietly reborn elsewhere, either simply resurrectingWarhammer Armies: Wood Elves (7th Edition): Page 12 or by possessing a humanWarhammer Armies: Wood Elves (6th Edition): Page 72. Even when grievously wounded by several arrows that negated his durability he continued to fight in defiance, driven on by the blessings of the Chaos GodsWarhammer Armies: Wood Elves (8th Edition): Page 27)
*Resurrection (Passive on self; Upon his destruction, he will be reborn elsewhere nearby immedietly. Once resurrected himself from a pile of tree mulchEnd Times Archaon. Even if Morghur takes enough damage in a single hit to 'kill' him, his regeneration will continue to work, seemingly resurrecting him. Can resurrect other dead BeastmenTotal War 3)
*Regeneration (Mid normally, High-Mid over time; Morghur possessses regeneration on the same level as a Chaos Troll)
*Passive Aura 1 LayerWarhammer Armies: Wood Elves (8th Edition): Page 29; with the following properties:
**Madness Manipulation (Type 2 and 3; All are reduced to howling maddened beasts in his presence. Plants warped by his aura will attack and consume things)
**Mind Manipulation (Beastmen that make the pilgrimage to his location often have their minds shattered)
**Transmutation (Everywhere Morghur walks, flesh changes and mutates fatally. Projectiles fired at him turn into bats, frogs and birds, spells into showers of blood and cannon balls into puffs of smoke, while his opponents are transformed into a twisting mass of tentacles, a puddle of black jelly, or a pile if fish)
**Corruption & Soul Manipulation (Wherever he walks the earth is corrupted, under his breath healthy trees contort into pained shapes and the land shrivels and turns black under his gaze. Wherever he 'dies' is permenantly corrupted and tainted by his blood, his corruption seemingly unable to be purified even by Gods such as Ariel. Beings touched by his blood will never fully recoverWarhammer Armies: Wood Elves (8th Edition): Page 21 Chaos corruption can destroy the mind and soul entirely4th edition rpg supplement Pg 183)
**Deconstruction (His aura can entirely 'unmake' someone. Returning them to 'less then nothing')
**Reality Warping (Cyanathir warps and distorys the very fabric of the world itselfWarhammer Armies: Wood Elves (8th Edition): Page 20)
*Invulnerability (Is entirely immune to all standard Elven weaponry. Requiring durability negating magical damage to interact and cause it harm, similar to Daemons of Chaos)
*Absorption & Non-Physical Interaction (Capable of absorbing the power/essences of Gods which are formed of Aethyr)
*Incorporeality & Intangibility & Abstract Existence (Type 1) & Nonexistent Physiology (Type 2; all aspects) & Acausality (type 4, possibly type 5) & Nonduality (Type 2) (Morghur's true form is that of a spirit that is too powerful to be kept within a physical body Morghur is a spirit that pilots it's physical form, it's true form is made out of Aethyr which possesses all these properties)
*Power Nullification (The blood of Morghur taints and permanently weakens those it touches. The Bray-staff of Morghur causes the winds of magic to become unstable. Any spells casted in his presence have a chance to turn the caster into a Chaos spawn instead of their ability working)
*Resistance Negation (His aura destroyed Grail Knights, which areblessed by the Lady of the Lake to be all but immune to the powers of ChaosBretonnia Armybook 6th edition. Grail Knights are often sent to the Realm of Chaos where their blessings protect themRest Eternal (Short Story))
*Power Bestowal (Beastmen that survive his presence are considered 'Blessed', each gifted with mishapen limbs and 'damned powers')
*Natural Weaponry (Horns and crab claw)
*Accelerated Development (Quickly evoled from a childlike state into an adult state over the course of a day or so. Some of his incarnations are vastly more powerful then others)
*Illusion Creation (Even those who survive his Aura are forever plagued by endless visions)
*Fear Manipulation (The screeching and gibbering of the skulls in Morghur's hair cause mind-numbing horror)
*Durability Negation (Via numerous abilities and his Aura)
*Fusionism (His power can merge several beings together into a greater and more horrific entityBeastsmen Armybook 6th edition page 73)
*Poison Manipulation & Statistics Reduction (Morghur's attacks are poisoned and reduce his opponents statistics)
*Weather Manipulation (Morghur's approach darkens the sky)
*Corrosion Inducement & Temperature Manipulation (The Blessing of Trickery creates a great undulating cloud of steam that obscures them and also tears metals to shreds)
|-|Within The Realm of Chaos=
 
*Beyond-Dimensional Existence & Higher Dimensional Manipulation (Morghur is a minor Chaos God, formed out of the essence ofBeasts of Chaos Battletome 2018: Page 25 The Warp. As such he should be able to destroy Daemonic entities in the Realm of Chaos, which are Higher Dimensional in nature and formed out of the essences of their respective Gods) 
*Acausality (Enhanced Type 4, possibly Type 5; Aethyric Beings exist within the Warp, a realm in which cause need not follow effectDemons of Chaos Armybook: 8th Edition. The Warp is entirely unbound from the laws of space and timeCodex: Chaos Daemons (8th Edition); pg 6. It's completely unrestricted by typical causality and the very concept of time is meaningless to the denizens of the WarpCodex Chaos Daemons 8th edition: Page 7)
|-|Resistances=
 
*Aethyr Manipulation (Morghur is massively resistant to Magic to the point of near immunity)
*Purification (1 Layer; Morghur was able to resist Ariels attempt to purify and cleanse him but was successfully purified and killed by sap of the Oak of Ages)
*Fear Manipulation & Empathic Manipulation (Somewhat as a result of his insanity. Morghur is immune to psychological affects)
Within the Realm of Chaos:
*Resistance to the effects of The Warp
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Attack Potency: Varies from Below Average Human level (Morghur's modern incarnation was initially created by him possessing a child which grew to it's normal state over the course of a day) to Town level (Should be somewhat comparable to other Beastmen Lords such as Moonclaw or Taurox but it doesn't focus on physical attacks), likely Large Country level in it's most powerful incarnations (Has repeatedly incarnated in a form comparable to beings such as Ariel who is the avatar of a God and with the Great Vortex active would scale to feats such as the Sundering) | Varies up to Outerverse level (Morghur is a minor Chaos God, the manifestation of disorder and corruption. It is said to be an entity older than thought or time, a spirit of primal malignancy that feasts upon strife)
Speed: Varies from Below Average Human up to Supersonic (Are comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e) | Immeasureable (Can move through The Realm of Chaos) 
Lifting Strength: Varies from Below Average Human to Unknown possibly Class M (Possibly comparable to other Beastmen such as Taurox when fully grown) | Immeasureable
Striking Strength: Varies from Below Average Human level to Unknown possibly Town level, likely Higher | Varies up to Outeverse level
Durability: Varies from Below Average Human level (If unable to resurrect directly, will usually possess a child as a new host), to possibly Town level likely Large Country level in his strongest incarnations (Tanked attacks from Ariel who is comparable to the Sundering) | Varies up to Outerverse level (Aethyric entities should be able to ascend and descend the layers of The Warp)
Stamina: Unknown His regeneration is seemingly endless and he will consistently recover from fatal injuries. Is extroadinarily difficult to fully put down or incapacitate. Even after Ariel was convinced he was dead he was already regenerating and planning his next attack. Can continue to fight while grievously wounded by magical arrows/special weaponry.
Range: Standard Melee Range normally, Tens of Meters (50-100 meters) with Aura 
Standard Equipment:
* Bray-Staff of Morghur & The Stones of the Skull Cave: The twisted braystaff of Morghur is a potent talisman of Chaotic power when combined with the power of the Stones of the Skull Cave, and it writhes constantly as if a living thing. These two items together make the winds of Chaos ever more unstable and dangerous and can turn the deadly winds against those attempting to manipulate its powerful essence. This means wizards attempting to use the Winds of Magic risk turning into Chaos Spawn.
* Skull-Weave: The skulls woven into Morgbur's hair and horns gibber and screech constantly. While this is regarded with awe and respectful fear by the Beastmen, it evokes terror and mind-numbing horror in all others who encounter Morghur, often making them insane, condemned to bear the horrific chatter for the rest of their lives
Intelligence: Unknown (Morghur is completely and utterly insane and lacks the wit to understand it's true nature. His mind is filled with images of destruction and desolation. Hatred boils within his heart, and he is consumed with the desire to make his waking-dreams become reality - to rip down civilisation in all its forms, to shatter order wherever it is found and to change the world constantly and randomly. Paradoxically when it comes to combating other Gods he seemingly possesses a malign intellect which relentlessly hunts them down to consume their essence)
Weaknesses: Those with strong enough will can somewhat resist being destroyed by Morghurs aura, and a pure enough object can destroy his body.
Notable Attacks/Techniques:
* Aura of Transmutation: Morghur's mutating spirit leaks out from him, changing the world around. Bolts and arrows fired at him turn into birds, bats or frogs, spells into showers of warm blood, and cannonballs into puffs of smoke, while an enemy soldier might be transformed into a twisting mass of tentacles, a puddle of black jelly, or a pile of fish.
* Spirit-essence of Chaos: Everywhere Morghur travels, there follows a tide of Chaos. Beastmen mutate into vile, twisted new shapes, turning to follow Morghur in his cavalcade of unreason.
==Gallery==
Total_War_Morghur_Concept_Art_1.jpg|
TotalWarhammerMorgar.jpg| Morghur as he appears in Total War Warhammer 2
Ariel_fights_Morghur_8th_Edition_Colour_Illustration_2.jpg|
Morghur's_Staff.jpg|
Morghur_II.png|
Morghur_Master_of_Skulls_MTO.jpg|Morghur's 7th edition model
==Others==
Notable Victories:
Notable Losses:
Inconclusive Matches:
Category:Warhammer Fantasy
Category:Nonexistent Characters
Category:Acausal Characters
Category:Madness Users
Category:Aura Users
Category:Intangibility Users
Category:Transmutation Users
Category:Magic Users
Category:Immortals
Category:Resurrection Users