Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
TW Database
Iridescent Horror (Tzeentch) unit card

Iridescent Horror (Tzeentch)

Hero· Wizard· 1 model at Ultra size

Health

3,408

bottom 1% of class

Armour

35

bottom 27% of class

Leadership

65

top 50% of class

Speed

38

bottom 25% of class

Melee attack

30

bottom 14% of class

Melee defence

30

bottom 19% of class

Weapon strength

210 base + 90 armour-piercing

300

bottom 19% of class

Charge bonus

20

bottom 15% of class

Ranged

Range

130 m

bottom 49% of class

Ammunition

20

bottom 5% of class

Missile damage

203 base + 67 AP

270

top 28% of class

Reload time

8 s

bottom 11% of class

Damage per 10 s

338

top 45% of class

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.

  • Daemonic

    Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

  • 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.

  • Fire Whilst Moving

    This unit can fire while on the move.

Abilities

  • Locus of ChangeAugment (Area) · +25% Armour-Piercing Missile Damage, +25% Base Missile Damageactive
  • Daemonic InstabilityDirect Damage · Causes damage to selfpassive
  • Banished!Direct Damage · Causes severe damage to selfpassive
  • WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passive

Iridescent Horror (Tzeentch) skill tree

26 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.

  1. Disc of Tzeentch
  2. Burning Chariot
  3. Invulnerable Through Change
  4. Hates Nurgle
  5. Immortality
  6. Mentor
  1. Locus of Change
  2. Locus of Conjuration
  3. Locus of Transmogrification
  1. Blue Fire of Tzeentch
  2. Fires of Change
  3. Pink Fire of Tzeentch
  4. Glean Magic
  5. Treason of Tzeentch
  6. Prismatic Plurality
  7. Tzeentch's Firestorm
  8. Infernal Gateway
  9. Earthing
  10. Magical Reserves
  11. Arcane Conduit
  1. Replenish Troops
  2. Stimulate Growth
  3. Damage Building
  4. Wound
  5. Assault Units
  6. Specialist

Every version of Iridescent Horror (Tzeentch)

3 units share this name across races (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.

VersionHPModelsArmourLead.SpeedMAMDWSChargeCostUpkeepUnit key
Tzeentch, Daemons of ChaosWizard3,4081356538303030020900225wh3_main_tze_cha_iridescent_horror_tzeentch_0
Tzeentch, Daemons of ChaosWizard3,80813565953030300351,100275wh3_main_tze_cha_iridescent_horror_tzeentch_1
Tzeentch, Daemons of ChaosWizard4,99613565853528400351,400350wh3_main_tze_cha_iridescent_horror_tzeentch_2

Who can field it

  • Legion of Chaos
  • Oracles of Tzeentch

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.