Everywhere Morghur travels, there follows a tide of Chaos. Morghur's expansive spirit is too large to be contained within physical form, and it affects all but the most strong-willed of living things. Beastmen mutate into vile, twisted new shapes, turning to follow Morghur in his cavalcade of unreason. The creatures are mutated horribly, their skin splitting open as their bones and muscles grow in random fashion, often merging two or more beings into a single, horrific new Spawn.
Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
Spirit-essence of ChaosURL Copied!
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At the beginning of your Magic phase, all units within 8" of Morghur must pass a Leadership test or suffer D6 Strength 4 Hits which Ignores Armour Saves. If one or more Wounds are inflicted, you may place a Chaos Spawn within 3" of the spot vacated, provided there is space, and you have the appropriate model available. When the Spawn appears it must be placed more than 1" away from other models.