SylvanethSpirit of Durthu

Spirit of Durthu

Embodiments of Alarielle’s will, these imposing forest spirits are mantled with the greatness of their ancestor. With their every deed they strive to be worthy of Durthu’s legacy, and this resolve makes them some of the mightiest warriors in the wargroves.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Verdant Blast
Verdant Blast15"4+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Guardian Sword
Guardian Sword3"33+3+-2
Massive Impaling Talons
Massive Impaling Talons1"13+-21
Wounds SufferedMassive Impaling TalonsGuardian SwordVerdant Blast

Unit Size: 1      Points: 300
Battlefield Role: Leader, Behemoth


A Spirit of Durthu is a single model armed with Massive Impaling Talons, a Guardian Sword and Verdant Blast.


Champion of the Everqueen’s Will: Spirits of Durthu instil great courage in the Everqueen’s children.
Add 1 to the Bravery characteristic of friendly SYLVANETH units while they are wholly within 12" of any friendly models with this ability.

Groundshaking Stomp: The earth quakes as this mighty tree spirit stamps its limbs, shaking the enemy’s wits.
At the start of the combat phase, pick 1 enemy unit within 3" of this model and roll a dice. On a 4+ that unit fights at the end of that combat phase, after the players have picked any other units to fight.

Impale: The spear-like growths that form this tree spirit’s talons have vanquished many enemies of the Everqueen.
If the unmodified hit roll for an attack made with Massive Impaling Talons is 6, that attack inflicts D6 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll).

Spirit Paths: These ancient guardians of the forest can walk the spirit paths at will, vanishing from sight only to reappear where they are needed most.
At the start of your movement phase, if this model is wholly within 6" of a friendly AWAKENED WYLDWOOD, it can walk the spirit paths instead of making a normal move in that movement phase. If it does so, remove this model from the battlefield and set it up wholly within 6" of a different friendly AWAKENED WYLDWOOD and more than 9" from any enemy units.

Wrathful Guardian: When the sacred groves of the Sylvaneth are threatened, Spirits of Durthu fight with all the wrath of their legendary ancestor.
Add 2 to the Attacks characteristic of this model’s Guardian Sword while this model is wholly within 8" of any friendly AWAKENED WYLDWOODS.

Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The AWAKENED WYLDWOOD keyword is used in following Sylvaneth warscrolls:

Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.

The FREE SPIRITS keyword is used in following Sylvaneth warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Sylvaneth warscrolls:

Leader, Behemoth

The HERO keyword is used in following Sylvaneth warscrolls:

• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020