Sylvaneth – Branchwraith
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7"
5
5+
8
WARSCROLL

Branchwraith

Their lithe limbs singing with the power of Ghyran, the Branchwraiths are the priestesses and the leaders of the Forest Folk. At their behest, the Wyldwoods stir to life, and slumbering Dryads emerge from the shadows to answer the call to war.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Piercing Talons
Piercing Talons2"34+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 95
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Forest Folk

DESCRIPTION

A Branchwraith is a single model armed with Piercing Talons.

ABILITIES

Blessings of the Forest: Currents of life magic flow through Sylvaneth Wyldwoods like freshwater streams, lending protection to kindred creatures nearby.
Subtract 1 from hit rolls for attacks that target this model while it is wholly within 6" of any friendly Awakened Wyldwoods.

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 Roused to Wrath spells.

Roused to Wrath: With biting verses, the Branchwraith sings to her allies through the realmroots, calling them forth to join the reaping.
Roused to Wrath has a casting value of 7. If successfully cast, you can summon 1 unit of 10 DRYADS and add it to your army. The summoned unit must be set up more than 9" from any enemy units, and wholly within 1" of an Awakened Wyldwood that is within 12" of the caster. The summoned unit cannot move in the following movement phase.

KEYWORDS
ORDER, SYLVANETH, FOREST FOLK, HERO, WIZARD, BRANCHWRAITH
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The DRYADS keyword is used in the following Sylvaneth warscrolls:

Battleline
• Dryads

The FOREST FOLK keyword is used in the following Sylvaneth warscrolls:

Battleline
• Dryads
Leader

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021