Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Morghur the Shadowgave
Morghur the Shadowgave.png
CategoryLegendary Lord
Unit size1
Icon treasury.png Cost (MP): 1000 (1250)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 250
Icon stat health.png Health: 4569
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 39
Icon stat attack.png Melee Attack: 55
Icon stat defence.png Melee Defence: 45
Icon stat charge bonus.png Charge Bonus: 56
Resistance magic.png Magic Resistance: 25
Resistance missile.png Missile Resistance: 75
Icon stat damage.png Weapon Damage: 300
Modifier icon armour piercing.png Armour-Piercing Damage: 100
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Modifier icon poison.png Poison Attacks: Yes
Icon stat armour.png
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to psychology.png Immune to Psychology: The unit is immune to psychological attacks (fear and terror).

Morghur the Shadowgave is a Beastmen Legendary Lord introduced in Total War: Warhammer with the Call of the Beastmen DLC. Also known as Morghur the Corruptor, Morghur does not care for the world as it is, preferring to remake it according to his ever-changing whims.


The vile, twisted creature known as Morghur is the essence of mutation and corruption given form. His coarse hair is woven through with gibbering, shrieking skulls, and his form flows and reshapes with every passing second. Morghur's lair is deep within a cave near the Forest of Arden. The dank, stone walls flow like water in his presence, constantly reforming to mirror the dark visions that plague him. Morghur's 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. As he walks the world, everything in his presence is irrevocably twisted. Grass grows in disturbing patterns beneath his hooves, streams flow backwards and animals mutate horribly.


  • Aura of Transmutation : Morghur's Ruinous, transformative aura protects him from damage most of the time, but he is vulnerable whilst it recharges.
  • Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
  • Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.

Campaign Effects[]

If chosen as starting lord:

Additional Starting Units

Lord Effects

  • Religion chaos.png Chaos corruption: +3 (all characters)
  • Military spending.png Upkeep: +30% for Minotaur units
  • Military spending.png Upkeep: -30% for Chaos Spawn units
  • +12% casualties suffered from chaos territory attrition (local enemy armies)
  • Morghur will always remain wounded for no more than one turn
  • +8 spawn Melee Defence
  • +20% missile resistance for Spawn


Start Position[]

Wh dlc03 political party beastmen morghur.png



  • None


Click here to add a strategy!

Morghur may be a caster, but he is also a decent fighter. Don't be afraid to engage him in melee combat against weaker units such as Empire swordsmen or Bretonnian infantry at a crucial point in the battle! Avoid extended combat with elite melee units, however.

In campaign, he favors Chaos spawn over minotaurs for a late game army.

Morghur, as a member of the Beastmen faction, is faster than the average human infantryman, but still slower than most cavalry or fast-moving units. Don't leave his flanks exposed, and don't leave him without protection. The same rule applies for most mages.