SylvanethTreelord Ancient
5"
12
3+
9
WARSCROLL

Treelord Ancient

The fury of the forest is roused by the magics of the Treelord Ancients. Amongst the eldest living creatures in the realms, these towering tree spirits are not only fearsome warriors, but also potent spell-wielders who can loose the wrath of the Wyldwoods.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Doom Tendril Staff
Doom Tendril Staff18"13+-1D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Impaling Talons
Massive Impaling Talons1"13+-21
Sweeping Blows
Sweeping Blows3"3+3+-1D6
DAMAGE
Wounds SufferedMassive Impaling TalonsSweeping BlowsDoom Tendril Staff
0-22+32+
3-42+23+
5-73+24+
8-93+15+
10+4+16+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Treelord Ancient is a single model armed with Massive Impaling Talons, Sweeping Blows and a Doom Tendril Staff.

ABILITIES

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.

Silent Communion: Treelord Ancients have a strong spiritual connection to the Wyldwoods, and can call forth these eldritch copses at a whim.
Once per battle, in your hero phase, you can pick 1 friendly model with this ability and set up 1 AWAKENED WYLDWOOD wholly within 18" of that model and more than 1" from any other model, terrain feature or objective, and add it to your army.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Awakening the Wood spells.

Awakening the Wood: At a Treelord Ancient’s command, Wyldwood trees come to life and attack with twisted branches and thorny boughs.
Awakening the Wood has a casting value of 6. If successfully cast, pick 1 friendly AWAKENED WYLDWOOD that is wholly within 30" of the caster. Each enemy unit within 3" of that AWAKENED WYLDWOOD suffers D3 mortal wounds (roll separately for each unit).

COMMAND ABILITIES

Heed the Spirit-song: The Treelord Ancient speaks to its kin through the spirit-song, warning them of approaching dangers.
You can use this command ability in your hero phase. If you do so, pick 1 friendly model with this command ability. Until your next hero phase, you can re-roll save rolls of 1 for attacks that target friendly SYLVANETH units wholly within 12" of that model.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, MONSTER, HERO, WIZARD, TREELORD ANCIENT
Modifiers
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:

Scenery
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The NOBLE SPIRITS keyword is used in following Sylvaneth warscrolls:

None
Leader
• Ylthari
Leader, Behemoth
Behemoth

The MONSTER keyword is used in following Sylvaneth warscrolls:

Leader, Behemoth
Behemoth

The HERO keyword is used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth

The WIZARD keyword is used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020