Lord of Change

is a , , and monstrous unit introduced in Total War: Warhammer III.
== Recruitment ==
*
** Unlocked with: Cult of Change
*
** Unlocked with: Soaring Fortress of Tzeentch
** Tzeentch Glory: 4400
** Undivided Glory: 5390
*
** Activating the Winged Watchers gift and recruiting it in the Gifted Units
== Summon ==
* Gate of Chaos Upgraded
* Greater Gate of Tzeentch
== Description ==
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.
== Attributes ==
== Bound Spells ==
* Blue Fire of Tzeentch (x1)
* Pink Fire of Tzeentch (x1)
== Unit Abilities ==
=== Passive Abilities ===
* Daemonic Instability
* Banished!
* Fires of Change
* Wounds
== Strategy ==
In campaign, these units will become invaluable in the lategame due to the tech tree giving them numerous bound spells from the lores of metal and Tzeentch. This enables them to cast multiple area damage bombardments without touching your winds of magic pool.
Knowing this can skew your strategy for how you want to spend your winds of magic in an army. Since the Lords of Change will each be able to cast 2x pink fire, 2x golden hounds, 2x infernal gateway and 2x firestorm of tzeentch all for free, the player will have an abundance infantry clearing power. They also bring 2x blue fire for single target sniping but this is overall minor compared to 50+WoM of bound area damage. The player may therefore reserve the WoM pool for spamming blue fire or final transmutation on single entities or cavalry in order to balance the killing power of all the magic available.
In any case, including 2+ of these units in every army is a no-brainer in any Tzeentch campaign once the player had unlocked some of their spells in the tech tree.
Category:Daemons of Chaos units
Category:Daemons of Chaos monster units
Category:Warriors of Chaos units 
Category:Warriors of Chaos monster units
Category:Gifted Units
Category:Summons units