Sylvaneth – Spirit of Durthu
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5"
12
3+
9
WARSCROLL

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
DAMAGE
Wounds SufferedMassive Impaling TalonsGuardian SwordVerdant Blast
0-22+66
3-42+D65
5-73+D64
8-93+D63
10+4+D32
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Free Spirits

DESCRIPTION

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

ABILITIES

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.
In your movement phase, if this unit is within 6" of an Awakened Wyldwood in your army, it can walk the spirit paths instead of making a normal move or retreating. 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.

KEYWORDS
ORDER, SYLVANETH, FREE SPIRITS, MONSTER, HERO, SPIRIT OF DURTHU
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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.

The FREE SPIRITS keyword is used in the following Sylvaneth warscrolls:

None
Leader
Leader, Behemoth

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm

The HERO keyword is used in the following Sylvaneth warscrolls:

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