
Health
5,520
Armour
125
Leadership
85
Speed
32
Melee attack
45
Melee defence
65
Weapon strength
300 base + 130 armour-piercing, +20 vs infantry
430
Charge bonus
30
Attributes

Contempt
Witnessing other friendly units rout will only affect this unit's leadership if they also have the Contempt attribute.

Encourage
This unit provides a leadership 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)
This unit can hide in forests until enemy units get too close.

Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).
Abilities
Dark RenownAugment (Area) · +8 Melee AttackpassiveDark RenownAugment (Area)+8 Melee AttackPassive · Range 55 mGrown and built upon across the centuries of his banishment, Drazhoath's endless contempt for all life is a tangible thing, and a power in its own right.
WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven 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.
Drazhoath the Ashen skill tree
53 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
CinderbreathCinderbreath
Mount: Cinderbreath
Unyielding CommandUnyielding Command
Character's aura leadership effect: +5
Leadership aura size: +20%
Hashut's ScalesHashut's Scales
Spell resistance: 10%
Headdress of ZharrHeaddress of Zharr
Missile resistance: 10%
Army of RenownArmy of Renown3 levelsLevel 1
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +4 (own army)
Regiments of Renown army capacity: +6 (own army)
MentorMentor3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active Lords
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active Lords
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active Lords
Towering HeightsTowering Heights
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Construction cost: -15% for all buildings (local province)
Research rate: +10
We Are LegionWe Are Legion
Armament cost: -25% for increasing capacity of Infernal Guard and Infernal Ironsworn units
Bonus vs infantry: +15 for Infernal Guard and Infernal Ironsworn units (Lord's army)
Upkeep: -15% for Infernal Guard and Infernal Ironsworn units (Lord's army)
Greed of AzgorhGreed of Azgorh
Raw Materials output: +10% (factionwide)
Income from Cities: +10% (factionwide)
Master of HellMaster of Hell
Armament cost: -25% for increasing capacity of K'daai units
Weapon strength: +15% for K'daai units (Lord's army)
Physical resistance: 15% for all K'daai units (Lord's army)
AshenAshen
Barrier hit points: +600
Hit points: +10%
Wound recovery time: -1 turns
Long Years of ExileLong Years of Exile
Winds of Magic cost: -6 for "Flames of Azgorh"
Winds of Magic cost: -9 for "Flames of Azgorh Upgraded"
Burning WrathBurning Wrath2 levelsLevel 1
Cooldown: -30% to "Burning Wrath"
Overcast spell: "Burning Wrath Upgraded"
Cooldown: -50% to "Burning Wrath"
Overcast spell: "Burning Wrath Upgraded"
Miscast base chance: -15% for "Burning Wrath Upgraded"
Winds of Magic cost: -1 for "Burning Wrath"
Winds of Magic cost: -2 for "Burning Wrath Upgraded"
Killing FireKilling Fire
Passive ability: "Killing Fire"
Dark SubjugationDark Subjugation2 levelsLevel 1
Cooldown: -30% to "Dark Subjugation"
Overcast spell: "Dark Subjugation Upgraded"
Cooldown: -50% to "Dark Subjugation"
Overcast spell: "Dark Subjugation Upgraded"
Miscast base chance: -15% for "Dark Subjugation Upgraded"
Winds of Magic cost: -1 for "Dark Subjugation"
Winds of Magic cost: -2 for "Dark Subjugation Upgraded"
Ash StormAsh Storm2 levelsLevel 1
Spell: "Ash Storm"
Overcast spell: "Ash Storm Upgraded"
Cooldown: -50% to "Ash Storm"
Overcast spell: "Ash Storm Upgraded"
Miscast base chance: -15% for "Ash Storm Upgraded"
Winds of Magic cost: -2 for "Ash Storm"
Winds of Magic cost: -3 for "Ash Storm Upgraded"
Curse of HashutCurse of Hashut2 levelsLevel 1
Cooldown: -30% to "Curse of Hashut"
Spell: "Curse of Hashut"
Overcast spell: "Curse of Hashut Upgraded"
Cooldown: -50% to "Curse of Hashut"
Overcast spell: "Curse of Hashut Upgraded"
Miscast base chance: -15% for "Curse of Hashut Upgraded"
Winds of Magic cost: -2 for "Curse of Hashut"
Winds of Magic cost: -3 for "Curse of Hashut Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Hell HammerHell Hammer2 levelsLevel 1
Cooldown: -30% to "Hell Hammer"
Spell: "Hell Hammer"
Overcast spell: "Hell Hammer Upgraded"
Cooldown: -50% to "Hell Hammer"
Overcast spell: "Hell Hammer Upgraded"
Miscast base chance: -15% for "Hell Hammer Upgraded"
Winds of Magic cost: -3 for "Hell Hammer"
Winds of Magic cost: -4 for "Hell Hammer Upgraded"
Flames of AzgorhFlames of Azgorh2 levelsLevel 1
Cooldown: -30% to "Flames of Azgorh"
Spell: "Flames of Azgorh"
Overcast spell: "Flames of Azgorh Upgraded"
Cooldown: -50% to "Flames of Azgorh"
Overcast spell: "Flames of Azgorh Upgraded"
Miscast base chance: -15% for "Flames of Azgorh Upgraded"
Winds of Magic cost: -3 for "Flames of Azgorh"
Winds of Magic cost: -4 for "Flames of Azgorh Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
SurvivalistSurvivalist
Hit points: +5%
Blade MasterBlade Master2 levelsLevel 1
Melee attack: +6
Melee attack: +12
Hard to HitHard to Hit2 levelsLevel 1
Melee defence: +6
Melee defence: +12
Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
Speed: +7%
Speed: +15%
Wound-MakerWound-Maker2 levelsLevel 1
Weapon strength: +10%
Weapon strength: +20%
Deadly OnslaughtDeadly Onslaught
Ability: "Deadly Onslaught"
Inspiring PresenceInspiring Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Fervent FodderFervent Fodder3 levelsLevel 1
Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Leadership: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +3 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Melee defence: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders Melee units (Lord's army)
Blackshard BulwarkBlackshard Bulwark3 levelsLevel 1
Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)
Armour: +8 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)
Armour: +12 for Chaos Dwarf Melee Infantry units (Lord's army)
Melee attack: +6 for Chaos Dwarf Melee Infantry units (Lord's army)
Firing DrillsFiring Drills3 levelsLevel 1
Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Ammunition: +10% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +8% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Ammunition: +20% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Missile strength: +12% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Hellforged OrdnanceHellforged Ordnance3 levelsLevel 1
Ammunition: +6% for Iron Daemon and Artillery units (Lord's army)
Ammunition: +12% for Iron Daemon and Artillery units (Lord's army)
Range: +5% for Iron Daemon and Artillery units (Lord's army)
Ammunition: +20% for Iron Daemon and Artillery units (Lord's army)
Range: +10% for Iron Daemon and Artillery units (Lord's army)
Crushing ChargeCrushing Charge3 levelsLevel 1
Weapon strength: +4% for Bull Centaur Renders units (Lord's army)
Charge bonus: +4 for Bull Centaur Renders units (Lord's army)
Weapon strength: +8% for Bull Centaur Renders units (Lord's army)
Charge bonus: +9 for Bull Centaur Renders units (Lord's army)
Weapon strength: +12% for Bull Centaur Renders units (Lord's army)
Hellish BlowsHellish Blows3 levelsLevel 1
Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Melee attack: +6 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Lucky LackeysLucky Lackeys
Melee attack: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Speed: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Ward save: +10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Marshalled MilitaryMarshalled Military
Melee attack: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 15% for Chaos Dwarf Melee Infantry units (Rank 7 and above) (Lord's army)
Bloodied BombardmentBloodied Bombardment
Explosive missile damage: +12% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Wretched WarhostWretched Warhost
Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Stand or Die!Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"
Route MarcherRoute Marcher
Campaign movement range: +5%
CunningCunning3 levelsLevel 1
Ambush success chance: +10% (Lord's army)
Ambush success chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush success chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
LogisticianLogistician3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Ruthless DisciplinarianRuthless Disciplinarian3 levelsLevel 1
Control: +1 (local province)
Chaos Undivided corruption: +1 (local province)
Control: +2 (local province)
Chaos Undivided corruption: +2 (local province)
Control: +3 (local province)
TyrantTyrant3 levelsLevel 1
Labour gained post-battle: +5%
Income from post-battle loot: +5%
Labour gained post-battle: +10%
Income from post-battle loot: +10%
Labour gained post-battle: +15%
Income from post-battle loot: +15%
Iron-WilledIron-Willed
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turns
Lightning StrikeLightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are present
AlertAlert3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Ambush defence chance: +20% (Lord's army)
Evasion chance when using Tunnelling: +10%
Ambush defence chance: +30% (Lord's army)
Evasion chance when using Tunnelling: +20%
DespoilersDespoilers3 levelsLevel 1
Income from razing settlements: +5% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from razing settlements: +10% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from razing settlements: +15% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruit rank: +1 for all units (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruit rank: +2 for all units (Lord's army)
Recruitment cost: -15% (Lord's army)
Unbridled CrueltyUnbridled Cruelty
Chaos Undivided corruption: +1 (local province)
Campaign movement range: +5%
Casualty replenishment rate: +4% (Lord's army)
Upkeep: -10% (Lord's army)
Every version of Drazhoath the Ashen
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chaos DwarfsWizard Lord | 5,520 | 1 | 125 | 85 | 32 | 45 | 65 | 430 | 30 | 1,000 | 250 | wh3_dlc23_chd_cha_drazhoath_the_ashen |
| Chaos DwarfsWizard Lord | 8,664 | 1 | 80 | 85 | 90 | 64 | 46 | 565 | 80 | 1,000 | 250 | wh3_dlc23_chd_cha_drazhoath_the_ashen_bale_taurus_cinderbreath |
Who can field it
- The Legion of Azgorh
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.