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SylvanethVengeful Skullroot
Endless Spell

Vengeful Skullroot

Also known as the Drifting Death or the Creeping Willow, the Vengeful Skullroot is a manifestation of a forest’s fury. Black-hearted and hateful, these arcane plants can be summoned by Sylvaneth versed in magic. As the tree stalks across the battlefield, its tentacle-like roots bludgeon, crush and strangle all they pass over.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Vengeful Skullroot is a single model.

PREDATORY: A Vengeful Skullroot is a predatory endless spell. It can move up to 8" and can fly.

MAGIC

Summon Vengeful Skullroot: From the shadows comes a nightmarish form, a huge, black-limbed tree clutching piles of bleached skulls within its tangled roots.
Only SYLVANETH WIZARDS can attempt to cast Summon Vengeful Skullroot. It has a casting value of 6. If successfully cast, set up a Vengeful Skullroot model wholly within 6" of the caster.

ABILITIES

Uprooted Spirit: Loosed from the ancient groves that once sheltered them, Vengeful Skullroots stalk eerily across the battlefield.
When this model is set up, the player who set it up can immediately make a move with it.

Terrors Unearthed: Wherever this rogue spirit creeps, its roots open the shallow graves of battles past, dragging grotesque remains to the surface which chill the hearts of the forest’s foes.
If a unit fails a battleshock test within 3" of any models with this ability, add D3 to the number of models that flee. This ability has no effect on units with the SYLVANETH keyword.

Strangleroots: The grasping limbs of a Vengeful Skullroot enwrap and choke their foes, their wrath all the greater when the kindred trees of a Wyldwood are threatened.
After this model has moved, each unit that has any models it passed across suffers D3 mortal wounds, or D6 mortal wounds if that unit is also within 3" of any AWAKENED WYLDWOODS. This ability has no effect on units with the SYLVANETH keyword.

KEYWORDS
ENDLESS SPELL, VENGEFUL SKULLROOT
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The SYLVANETH and WIZARD keywords are used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
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

The ENDLESS SPELL keyword is used in following Sylvaneth warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2020