Mournguls

==Powers and Stats==
Tier: At least 
Name: Mourngul
Origin: Warhammer Fantasy
Gender: n/a
Age: Unknown
Classification: Aethyric Construct
Powers and Abilities:
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|-|Powers=
 
*Superhuman Physical Characteristics (Mournguls are one of the most feared creatures in all of troll country which would make them above Trolls and Ogres physicallyMonstrous Arcanum page 55. Mournguls are suprisingly skilled warriors despite their lack of direct intellectRPG Rulebook 4th edition page 333)
*Limited Nonexistent Physiology (Type 2; all aspects) & Abstract Existence (Type 1) & Acausality (Type 4, possibly type 5) & Nonduality (Type 2) (A part of all beings' mind and soul in Warhammer is made out of Aethyr and exists in the Realm of ChaosRealm of Sorcery, A Grim World of Perilous Adventure: page 16, providing them with the same properties above and resides Low 1-A range away at minimum. In fact untill a Mortal dies, even the Chaos Gods themselves cannot locate their souls desipite being in their realmLiber CHaotica: Liber Slaanesh.),
*Large Size (Type 0; Stands around 10 feet tall)
*Bodily Weaponry (Via Talons and Teeth)
*Immortality (Type 5; Mounguls are neither alive nor dead)
*Fear Aura (Mournguls generate a supernatural fear aura)
*Darkness Manipulation & Minor Intangibility (Their huge form can disolve into and travel through shadows unseen as they seemingly appear out of no where to attack. Even in direct sunlight their form wavers and shifts like an evil mirage. Their magical nature makes them much more difficult to hit)
*Ice Aura & Durability Negation & Soul Manipulation (Projects an aura of deathly chill that dulls an opponents movements, making their inevitable attack much more likely to succeed. The touch of a Mourngul chills it's targets soul ignoring durability)
*Corruption & Mind Manipulation & Soul Manipulation & Transmutation via Aura (Mournguls are surrounded by a swirl of the unstable and corrupting energies of DharEmpire in Ruins Rpg supplement page 61 that overtime can erode the mind and soul and convert ones form into a pile of chaotic flesh4th edition rpg supplement Page 183)
*Life Manipulation & Accelerated Development (Their attacks drain the life-force of their opponent regenerating any wounds they have taken this process increases their strength directly)
|-|Resistances=
 
*Ice Manipulation (Entirely immune to the effects of cold)
*Fear Manipulation & Empathic Manipulation (Mournguls are entirely unbreakable. They will not flee from a situation regardless of the circumstances even if they are compelled too by supernatural means)
*Necromancy & Sealing (Due to their nature as halfway between a ghost and a ghoul they are resistant to Necromancy and also items which can seal elementals into containers)
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Attack Potency: At least Large Building level (Mournguls are incredibly large and feared creatures across the Warhammer world, specifically in Troll country which would put them above Rat Ogres and even possibly Chaos Trolls)
Speed: Supersonic (Are comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e) 
Lifting Strength: Class M (Should scale to Saurus Leaders and Warriors, who are able to crush rocks and steel)
Striking Strength: At least Large Building level
Durability: At least Large Building level (As one of the most feared creatures of the Old World, they should be comparable to Rat Ogres & Chaos Troll's)
Stamina: Superhuman. They seemingly hunt and consume endlessly with no rest
Range: Standard Melee Range
Standard Equipment: None notable
Intelligence: Below Average, only possesses an unceasing urge to consume flesh but are created out of the souls of mortals who died frozen on expeditions and still retail a small portion of their previous self, despite this Mournguls are incredible warriors and vastly more skilled in combat then other creatures in the Warhammer world.
Standard Tactics: Mournguls will stalk in the shadows, their enormous form able to fit within darkness of any size. They will seemingly appear out of no where and attack from unexpected angles
Weaknesses: Much easier to see in the daylight. Are weak to fire as a result as it can damage them while they are intangible and creates less spots for them to attack from
==References==
Category:Characters
Category:Warhammer Fantasy
Category:Fear Users
Category:Mind Users
Category:Corruption Users
Category:Soul Users
Category:Ice Users
Category:Immortals
Category:Life Users
Category:Accelerated Development Users
Category:Darkness Users
Category:Fantasy Characters