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HomeHome / Total War: WARHAMMER III / Oracles of Tzeentch / Units / Lord of Change
Lord of Change Oracles of TzeentchOracles of Tzeentch Monsters & Beasts

Lord of Change

A vision of feathered horror, its flesh undulating with unnatural energies and monstrous tongue whispering countless deceptions.

As might be expected of a creature born of pure magic and bound to the will of the Master of Sorcery, a Lord of Change is a potent spellcaster. The Winds of Magic obey his every command, allowing him to summon whirling tempests of change and mutation, blast the enemies of Tzeentch with bolts of multicoloured fire or unravel the mind of an enemy spellcaster from the inside. Although a Lord of Change elects to use magic and trickery to further its ends, he is still a fearsome fighter. Countless heroes have underestimated these strange creatures, thinking their wiry frames and fluttering wings fragile.

Lord of Change

Unit Name

Lord of Change

Main Unit Key

wh3_main_tze_mon_lord_of_change_0

Land Unit Key

wh3_main_tze_mon_lord_of_change_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Flying Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1500

Recruitment Cost

1700

Upkeep Cost

425

Number of Units

1

Hit Points

7028

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu10c_exalted_lord_of_change_staff

├ Man Entity

wh_main_chs_lord_of_change_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

7020

Mass

3500

└ Man Mass

3500.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

54

└ Man Speed

54

Melee Attack

45

Melee Defence

45

Weapon Strength

420

├ Melee Weapon

wh3_main_tze_lord_of_change_staff

Base Weapon Damage

125

Armour-Piercing Weapon Damage

295

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

35

Abilities

  • Blue Fire of Tzeentch
    With a twist of the hand, the spellcaster causes the bodies of their opponents to be consumed by coruscating blue flames.
  • Pink Fire of Tzeentch
    A roiling tide of iridescent energy flows from the spellcaster, enveloping their enemies in a cone of searing magical flame.
  • Daemonic Instability
    As the Daemon's courage falters, their mortal form crumbles and fades from this reality.
  • Banished!
    Once the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Daemonic
    This unit is Daemonic (has physical resistance, does not rout, is immune to terror, takes damage when Leadership is low)
  • Can Fly
    This unit can fly.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • Barrier
    This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proportional to remaining unit health.