Sylvaneth – Treelord Ancient
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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: 295
Battlefield Role: Leader, Behemoth
Base size: 105 x 70mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Lords of the Clan

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.
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.

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 add 1 to save rolls for attacks that target friendly SYLVANETH units wholly within 12" of that model.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, MONSTER, HERO, WIZARD, TREELORD ANCIENT
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.
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.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None
Battleline
Leader
• Ylthari
Leader, Behemoth
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

The WIZARD keyword is used in the following Sylvaneth warscrolls:

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