ID: wh2_dlc11_cst_mon_mournguls_0


Monstrous Infantry
16 1000 250
Armour 30
Leadership 50
Speed 45
Melee Attack 36
Melee Defence 24
Weapon Strength 100
Charge Bonus 28


Unit Description

Terrifyingly ravenous mockeries of life, bound into monstrous groups with arcane spells.

Historical Description

Travellers, hunters, and outcasts unlucky enough to get lost and endure slow starvation amongst the killing cold of mountain winters risk exposure to the most insidious effects of the Winds of Magic. Even the most steadfast men can turn into monstrous shells of themselves known as Mournguls – insatiable, razor-thin creatures of frostbite-cracked bone who dwell in the high, chill barrens feasting upon all who encounter them. Considered neither living nor dead, it is notoriously difficult to subjugate these ghastly spectres, but some who undergo the twisted transformation are forced into enslavement by those with the right necromantic knowledge. When the Winds surge and arcane storms scream across the world, powerful binding scrolls can be fashioned to exert control over the walking nightmares, making it possible to create small bands of lesser Mournguls to do one's bidding. Such creatures are less autonomous, but no less ravenous or able to kill.


The Hunger

As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.


The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Guerilla Deployment


This unit can move hidden in any terrain.


Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


This unit can move hidden in any terrain.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.20
Run Speed 4.50
Acceleration 4.00
Deceleration 5.00
Charge Speed 8.60
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 80
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 36
Melee Defence 24
Charge Bonus 28
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 50
Bonus Hit Points 552
Unit Stats
Unit Caste Monstrous Infantry
Unit Weight Very Heavy
Unit Group Monstrous Infantry
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 16
Melee CP 1000
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 20
Weapon Damage 30
Weapon AP Damage 70
Building Damage 100
Armour Value 30
Missile Block Chance 0