Sylvaneth – Treelord Ancient
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5"
14
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"23+-13
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sweeping Blows
Sweeping Blows3"3+3+-12
Massive Impaling Talons
Massive Impaling Talons1"22+-23
DAMAGE TABLE
Wounds SufferedDoom Tendril StaffSweeping BlowsMassive Impaling Talons
0-62+52+
7-83+43+
9-104+34+
11+5+25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

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

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Lords of the Clan

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Groundshaker: The earth quakes as this mighty tree spirit, stamps its limbs, shaking the enemy’s wits.
You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 3+, the strike-last effect applies to that enemy unit in the following combat phase.

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 unit is wholly within 6" of an overgrown terrain feature or Awakened Wyldwood in your army, it can walk the spirit paths instead of making a move in that phase. If it does so, remove this unit from the battlefield and set it up wholly within 6" of a different overgrown terrain feature or Awakened Wyldwood in your army and more than 9" from all 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, if this unit is on the battlefield, you can set up 1 Awakened Wyldwood terrain feature consisting of 1 scenery piece on the battlefield, more than 3" from all other models, endless spells, invocations, terrain features or objectives, and add it to your army.

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 is a spell that has a casting value of 6. If successfully cast, pick 1 friendly Awakened Wyldwood on the battlefield. Each enemy unit within 3" of that Awakened Wyldwood suffers D3 mortal wounds (roll separately for each unit).

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

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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.
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.

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
• Ylthari

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Leader
Behemoth
• Merwyrm

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

Leader, Behemoth
Leader
• Ylthari
Battleline
None
Behemoth
© Vyacheslav Maltsev 2013-2024