Ungrim Ironfist

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==Summary==
Ungrim Ironfist was the last of the Slayer Kings of Karak Kadrin. There was never a Dwarf more torn between his duties than Ungrim Ironfist. As the King of Karak Kadrin, he was oathbound to protect his kingdom and his people. As the all-father of the Drakebeard Clan, he had to ensure that his blood relations succeeded, and as a sworn Slayer who had taken the oath, Ungrim was also bound to seek his doom against the most powerful foe he could find. Never content to sit back on his throne and wait, Ungrim looked for any opportunity to lead his throngs to warThe End Times vol. IV: Thanquol pg. 110
==Powers and Stats==
Tier: , up to with amps | , Higher with amps 
Key: Base | Incarnate of Aqshy
Name: Ungrim IronfistWarhammer Armies: Dwarfs (8th Edition)
Origin: Warhammer Fantasy
Gender: Male
Age: Over 226 years old
Classification: Slayer King of Karak Kadrin, All-Father of the Drakebeard Clan
Powers and Abilities:
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*Superhuman Physical Characteristics
*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 Chaos,Realm 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)
**Immortality (Type 2; As a Slayer,Orcslayer Pg. 91 nothing short of a brutal killing blow-- such as Decapitation or Dismemberment-- is capable of killing UngrimTotal War: Warhammer I)
**Longevity (Dwarves can practically live forever, as long as they're stubborn enough, although they do still age.Warhammer Fantasy Roleplay 1st Edition: Dwarfs - Stone and Steel (RPG) This is to the point to where, if the Dwarf is stubborn enough, they can live to over 10,000 years old and beyondTotal War: Warhammer II; Grombrindal)
*Weapon Mastery (Is an extremely skilled warrior and highly proficient in the axe)
**Non-Physical Interaction (The Axe of Dargo, like all magical weapons can affect ethereal, abstract and elemental beings as if they were physical)
*Martial Arts (Should be skilled in hand-to-hand combat as a warrior)
*Instinctive Reaction (Using the Rune of Parrying, Ungrim can instantly block and parry a melee attack directed at him, if killed in combat, a slayer will make one final deathblow against their enemy automatically before finally dying)
*Damage Boost (Using the Rune of Smiting, he can magnify the power of his axe by up to 6 times, taking the traits of a Dragonslayer, Ungrim does up to 3 times more damage to monstrous opponents of any kind)
*Damage Reduction & Statistics Amplification (Via the Rune of Iron and the Rune of Stone, his natural durability is increased and the damage he takes is lessened respectively, on top of this, when charging at an enemy, his strength is temporarily boosted. The Dragon Cloak of Fyrskar grants Ungrim a 20% resistance to all damage, and another 30% resistance to all physical damage is applied if one has managed to get Ungrim close to death, among Ungrim's numerous other ways to boost his physical damage)
*Limited Probability Manipulation (Via the Rune of Luck which gives him greater chances to defend and attack his foes)
*Passive Fear Manipulation (Ungrim's ferocity and rage is so great that only the hardiest enemies can not flee from the sight of his wrath)
*Resistance Negation (Any attacks made by a Daemonslayer ignore natural and unnatural resistances)
*Reactive Power Level (As with slayers, if an enemy’s Durability is greater than his strength, his strength becomes equal to their Durability)
*Attack Reflection (The Rune of Spite gives a large chance of melee damage to be completely negated and reflected, damaging the attacker instead of Ungrim)
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*Aethyr Manipulation (The lore of Aqshy, which provides all of his abilities granted from the keyThe End Times vol. V: Archaon)
*Fire Manipulation (Ungrim is enshrouded with the flames of Aqshy running wild, he can manipulate it to his will as he sees fit, his weapon dealing bonus fire damage now, is able to breath vast waves fire, can use the “Lord of Fire” bound spell to launch massive explosive fire missiles)
*Heat Manipulation (An aura of intense heat radiates off of his body, only growing hotter the angrier he is, his armor glows white hot, and his hair is all composed entirely in flame, making it near impossible to grapple with him)
*Rage Power & Empowerment (His rage, anger, frustration and fiery passions feed into his flames and increasing his powers as he continues to feed the flames)
*Self-Destruction (When his anger reaches its peak, if he doesn’t find a way to vent this fury, he will self-destruct in a massive explosion that consumes the landscape, annihilating everything surrounding him into nothing but scorched earth and ash, only the absolute hardiest can withstand such an explosion)
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*Aethyr Manipulation (All dwarves have an innate resistance to the winds of magicWarhammer Armies: Dwarfs (8th Edition) pages 8-19)
*Fire Manipulation (the Dragon Cloak of Fyrskar makes him invulnerable to flames, natural, magical and even warpfire via the Rune of the Furnace)
*Statistics Reduction (Slayers do not suffer from any penalties relating to their strength, and as such are always doing their best possible damage)
*Fear Manipulation & Madness Manipulation (Ungrim is unaffected by fear, terror and panic, and as such will never retreat from battle, scales to Daemonslayers who can resist the effects of Bloodthirsters)
*Causality Manipulation, Matter Manipulation, Physics Manipulation, Conceptual Manipulation, Law Manipulation & Reality Warping (Able to contain the massive amount of Aethyr required to become an incarnate without losing their form. Aethyr in high concentrations causes Matter, Reality, Concepts, Causality and Laws to break down as it does in the Realm of ChaosWarhammer Fantasy Roleplay 1st Edition (RPG))
*Chaos Manipulation, Empathic Manipulation, Corruption, Transmutation, Madness Manipulation, Possession, Soul Manipulation & Mind Manipulation (Immune to the Corrupting, Mutating, Ensnaring, Maddening, possessing and Soul stealing nature of the power of Chaos that is Aethyr)
*Void Manipulation (All the possible Incarnates are resistant to this)
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Attack Potency: Large Island level+ (Can combat Greater Daemons and is overall superior to their like.Warhammer Fantasy Roleplay 1st Edition (RPG) Is considered the best fighter of Karaz Ankor,Thorgrim (Novel) ranking above both Thorgrim Grudgebearer and Belegar Ironhammer, the #2 and #3 spots respectivelyScales far above 510 Gigatons of TNT as the feat was performed by merely flapping it's wings), up to Small Country level with The rune of Smiting (Although it is under random chance, Ungrim can deal up to 6x his AP in damage with his axe), up to Small Country level+ against a monstrous foe (With the traits of a Dragonslayer, Ungrim can dish out 3x his normal AP in damage against monstrous beings with his axe, stacking on top of the Rune of Smiting) | Moon level (Ungrim, as having the entire lore of Aqshy within his body, is comparable to the strongest feats of magic and power within the setting, is comparable to the Morskittar Engine destroying MorsliebThe End Times vol. IV: Thanquol and Lord Mazdamundi's consequent destruction of the various piecesScales to 29.636711 Exatons of TNT)
Speed: Supersonic (Is comparable to Vampires who can outrun musket fireNight's Dark Masters, the Vampire Supplement for Warhammer Fantasy RPG 2e), Massively Hypersonic reaction speed (Comparable to Mages that can react to lightning attacks with counterwards/spellsLiterally Any Warhammer Fantasy tabletop edition)
Lifting Strength: Class M (Saurus Leaders and Warriors are able to crush rocks and steelLizardmen army book (8th edition) Chapter 2) | At least Class M (Far Stronger then before)
Striking Strength: Large Island level+ | Moon level
Durability: Large Island level+ (Comparable to the best Daemonslayers alive, capable of tanking blows from monstrous creatures like Bloodthirsters and Emperor Dragons) | Moon level
Stamina: Superhuman (Ungrim was forced at one point during the Endtimes to fight for his life completely outnumbered for several days while he was waiting for the poison gas in Karak Kadrin to clear, on top of this, Ungrim did this after fighting dozens of consecutive massive battles and travelling to each location with very little rest, not including other standard dwarfs fighting for literal weeks at a time during the Siege of Karaz-a-Karak before falling)
Range: Below Standard Melee Range physically (As a dwarf, Ungrim is only 3-5 feet tallWarhammer Fantasy Roleplay 1st Edition: Dwarfs - Stone and Steel (RPG) pg. 15), Extended Melee Range with the Axe of Dargo | Same as before, Tens of Meters with Fire Breath, higher with With Lord of Fire; Kilometers with Self-Destruction
Standard Equipment:
Ungrim wore heavy armor over which hangs his heavy Dragon Cloak. He carried the mighty Axe of Dargo, and upon his head he wore the Slayer Crown.
*Axe of Dargo - This runic weapon of monstrous size was made of the shards of King Baragor's broken axe, tempered with Dragon’s blood and iron-oaths of vengeance.
*Dragon Cloak of Fyrskar - Gifted to Ungrim by Thorgrim Grudgebearer after the Battle of Broken Leg Gully, this cloak was made from the skin of the fierce Dragon Fyrskar, offspring of the mighty Skaladrak. It became an heirloom of Karak Kadrin and a symbol of vows already fulfilled.
*Slayer Crown - This majestic helmet had been worn by every Slayer King since the time of King Baragor. This was a sturdy horned helmet with golden crown, on top of which was a huge bright orange crest like a Slayer's hair.
Intelligence:
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At least Above Average (Ungrim, despite his kingly status, is only a competent King for Karak Kadrin. Primarily Ungrim prefers to be a battlefield commander to Slayers, each and every one-- himself included-- seeking their death to a great foe, thus dismissing the requirement for anything but the most basic of tactics)
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Genius (Not only is Ungrim Thorgrim Grudgebearer's superior when it comes to combat, but he is maybe even the second best slayer to ever live, capable of pulling similarly absurd feats of walking in and out of armies, even with his fighting style of complete reckless abandon)
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Weaknesses: Ungrim is bound by the Slayer Oath, which compels him to seek out dangerous enemies and die a heroic death in combat, to the point where he fights recklessly | As the Incarnate of Fire, his rage and fury is both his greatest strength and weakness, as if he doesn't find a method of venting out the flames of Aqshy, Ungrim will explode into a devastating explosion, utterly destroying everything within a vast area, including himself
Notable Attacks and Techniques: Please note that the below Lore of Magic only applies to Ungrim's second key
Lore of Fire spells (Aqshy)	Lore of Fire spells (Aqshy)
*Temperature Manipulation & Blood Manipulation (With Boiling Blood, Causes the target excruciating pain and hallucinations as their blood boils. Worse, those that die from this spell become a fountain of super-heated blood! This is a touch spell)
*Homing Attack (With Bolt of Aqshy, An armour piercing magic missile capable of blasting through multiple enemies)
*Fire Manipulation (With Breathe Fire, the caster breathes out a rolling burst of flame, akin to that of the dragons of legend)
* Fire Manipulation (With Burn, Burns one target, wounding them)
*Fire Manipulation With Burning Barrage, A volley of small fireballs are hurled into the enemy. The number of fireballs may range from one to five)
*Fire Manipulation & Homing Attack (With the Burning Head, A cackling visage, wreathed in flame, appears before the wizard. With a final screech of glee, it bounds towards the enemy)
*Empathic Manipulation (With Burning Vengeance, Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell. If successful, he becomes obsessed with getting revenge on the named character. He can’t articulate why; all he knows is that his enemy is a betrayer and deserving only of death. The spell lasts for one year and one day, or until vengeance is taken. Each month the target may attempt to shake the spell, but these subsequent tests are difficult. Burning vengeance, once ignited, is hard to extinguish)
*Forcefield Creation & Fire Manipulation (With Cascading Fire-Cloak, A shield of flame appears around the wizard, scorching nearby foes)
*Fire Manipulation (With Cauterize, the Pyromancer can lay their hands on an open wound and sear it shut. While this does not restore their health, it does count as medical attention and can thus save the critically injured from certain death. This spell can be used for similar tasks, such as branding. The wizard's hands must be bare to cast this spell successfully)
* Empathic Manipulation (With Choleric, A nearby target becomes irate towards another target the Pyromancer designates. If the target fails to resist, it attacks the secondary target)
* Explosion Manipulation (With Cinder Blast, A magical projectile is launched by the wizard, which explodes when it hits something. It typically is able to cause damage to several enemies, if they're close together)
*Fire Manipulation (With Conflagration of Doom, Arguably the most destructive spell in the Bright Wizard’s arsenal, when called down, a fiery inferno engulfs a large swath of the targeted area, the spell lasting until nothing inside it is left alive. As this is such a violent and powerful conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Bright Order Battle Wizards often seek out those using this spell in a careless way to talk about limiting its use in a rather pointed fashion)
*Empathic Manipulation & Fire Manipulation (With Consuming Wrath, the Pyromancer causes a target to become overwhelmed with hate. Should they fail to resist, they become more effective in combat scenarios. However, they suffer gradual injury from the consuming fires of rage burning within him, further they attack the nearest creature, regardless of being ally or enemy. This is a touch spell)
*Thread Manipulation (With Crimson Bands, Snaking crimson magic entwines any one target within range of the spellcaster)
*Fire Manipulation & Empathic Manipulation (With Crown of Fire or Crown of Flame, This spell creates a majestic crown of shimmering flame above the caster's head. During the spell’s duration, the Pyromancer becomes more effective at commanding and intimidating. Furthermore, enemies that fail to resist its magic cannot willingly attack him in melee combat. The flaming diadem provides the illumination equivalent of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell)
*Fire Manipulation & Cloth Manipulation (With Curtain of Flame, the Pyromancer creates a temporary curtain of flame whose contour he can shape at will. Although it always hangs downward like a curtain affected by gravity, the figurative rod that supports it can be bent at any angle, follow any curve, or be at any height the wizard chooses. The curtain itself and the smoke rising from it obstructs vision and missile attacks. The curtain billows in wind as a curtain of heavy cloth would, which can cause it to blow into nearby creatures or set nearby combustibles on fire.
*Transformation (With Embodiment of Aqshy, the wizard clasps a flame-wreathed key, and transforms himself into the avatar of the Lore of Fire.
*Energy Projection & Fire Manipulation (With Flame Beam, A beam-like offensive spell that stuns the targets while causing continuous damage)
* Fire Manipulation, Danmaku, & Homing Attack (With Fiery Blast, Between one and ten fiery projectiles are made to fly at one or more targets within a large area)
*Fire Manipulation (With Fire Ball, the wizard conjures a roiling ball of magic flame and hurls it at a nearby foe. Similar to Fiery Blast, save quicker to cast and limited in number only by the Pyromancer's own arcane prowess)
*Fire Manipulation,Danmaku, & Homing Attack (With Fireball Barrage, A storm of blazing missiles erupts from the wizard's outstretched hands, unerringly seeking his chosen enemy)
*Fire Manipulation (With Firewall, the caster builds a fulminating wall of pure Aqshy. Any who attempt to cross the wall will pay for it in the form of burn damage)
* Fire Manipulation (With Fires of U'Zhul, A reflexive bolt of fire that is shorter range than a Fire ball, but quite potent)
*Fire Manipulation & Air Manipulation (With Flame Storm, A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims)
*Empathic Manipulation & Sound Manipulation (With Flaming Hearts, An unnatural resonance augments the wizard's voice, inspiring tired and frightened allies to feats of discipline and courage)
*Weapon Creation, Statistics Amplification, & Fire Manipulation (With Flaming Sword of Rhuin - A fiery sword materializes in the caster's grasp. Being magical in nature, it also imparts greater prowess in battle. The wizard can also ensorcel his allies' weapons, making them burn with a savagely hungry flame)
*Temperature Manipulation (With Flashcook, the caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell)
* Fire Manipulation (With Fulminating Flame Cage, Searing rods of magical flame shoot from the wizard's outstretched hands, trammeling his chosen foe in a fiery prison)
*Fire Manipulation & Holy Manipulation (With Fury of Sigmar, Inspired by the chants of a nearby Warrior Priest, the wizard's eyes blazed with sudden power as an enormous conflagration erupted from his outstretched hands in the shape of a Twin Tailed comet)
*Fire Manipulation & Explosion Manipulation (With Great Fires of U'Zhul, A large fireball is lobbed in an arc toward the enemy. It erupts into flame upon impact and is capable of damaging multiple enemies)
*Empathic Manipulation & Resistance to Fear Manipulation (With Hearts of Fire, the pyromancer unlock the fires of courage in the hearts of their allies, enabling them to resist panic and supernatural terror, provided they remain in the immediate area of said-caster)
*Fire Manipulation (With Inextinguishable Flame - Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether magical or natural. This effect can last between a day and a year depending on the caster's level of skill. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell’s fuel is scattered, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. After the spell expires, the fire continues burning naturally until its fuel is consumed or some force puts it out)
*Fire Manipulation & Explosion Manipulation (With Inferno, An explosion of heat emanates from the wizard, dealing flaming damage to anyone adjacent to him)
*Fire Manipulation, Magma Manipulation, & Earth Manipulation (With Magma Storm, the wizard sets a fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf his foes)
*Fire Manipulation & Homing Attack (With Magma Storm, This spell, which appears to be different from the previous spell, sends a burning projectile at an enemy, which sometimes hurts those around the target in the process)
*Fire Manipulation & Summoning (With Myrmidia's Wrath, the wizard invokes this spell by thrusting his hand in the air. Flames burst out of the ground, beneath the feet of chosen foes.)
*Danmaku (With Piercing Bolts of Burning, Focusing all his mystical might, the wizard strikes his foe with a flurry of incandescent missiles)
*Fire Manipulation & Purification (With Purge, Fire erupts in a focused area, setting anything flammable alight, and also burning anything tainted by the corruption of Dhar, such as warpstone– but the spell must be maintained longer the larger the corrupted item is)
*Fire Manipulation (With Raze, Fire bursts from the hands of the wizard, burning a particular target until there is nothing left but a pile of ash)
* limited Healing (With Rise from Ashes, This spell can be used to heal a mortally wounded comrade of the wizard. It makes their wounds no longer life-threatening, but does not heal them completely)
*Matter Manipulation and Fire Manipulation (With Ruin and Destruction, Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature.. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection of charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the sword itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is over, the object is left cold to the touch. This is a touch spell.)
*Weapon Control, Weapon Creation, & Homing Attack (With Sanguine Swords, the air around the wizard takes on a fiery glow as up to 6 red swords materialise, floating before him. At a gesture, the swords fly toward a victim and attack, and the target can be switched over time)
*Weapon Creation & Fire Manipulation (With Scarlet Scimitar, Strands of scarlet power assume the form of a brightly glowing scimitar in the grasp of the wizard)
*Fire Manipulation (With Sear, the Bright Wizard creates a cone of searing flame, burning all enemies within the area of effect)
*Healing (With Sear Wounds, This spell heals wounds on a target)
*Fire Manipulation, Resistance to Fire Manipulation & limited Forcefield Creation (With Shield of Aqshy, Wraps the caster with currents of the Red Wind, which shields them against fire attacks. This works only against fire damage such as dragon breath, fire balls, etc. The wizard cannot cast this spell on others)
*Perception Manipulation & Matter Manipulation (With Taste of Fire, Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavour and effect of alcoholic spirits to beverages of any kind. A “batch” of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours)
*Fire Manipulation & Fire Manipulation (With Towering Inferno, Binding the Wind of Aqshy into the very stone of the walls before him, the Wizard gestures and the magical energy is unleashed as a torrent of raging flame)
*Fire Manipulation (With Wall of Fire, A ring of fire is summoned around a target, protecting them from their enemies' attacks)
*Fire Manipulation & Flight (With Wings of Fire, the wizard is enveloped by fiery wings and is carried into the air at incredible speed. The wizard can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally)
*Biological Manipulation & Limited Water Manipulation (With Withering Heat, with a triumphant gesture, the wizard sets a curse of desiccation upon his foes' flesh)	
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
==Notes/Explanations==
Category:Characters
Category:Warhammer Fantasy
Category:Acausal Characters
Category:Abstract Entities
Category:Armor Users
Category:Attack Reflection Users
Category:Axe Users
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Dwarves
Category:Fantasy Characters
Category:Fear Users
Category:Immortals
Category:Instinctive Action Users
Category:Longevity Users
Category:Male Characters
Category:Martial Artists
Category:Nondual Characters
Category:Nonexistent Characters
Category:Non-Physical Interaction Users
Category:Probability Users
Category:Reactive Power Level Users
Category:Resistance Negation Users
Category:Statistics Amplification Users
Category:Weapon Masters