Sylvaneth – Ylthari
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5"
5
5+
7
WARSCROLL

Ylthari

The Thornwych Ylthari tirelessly seeks those soulpods that have been claimed by Nagash, and by channelling rampant life magic she rids the dead places of those who would serve the Great Necromancer.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Briar Staff
Briar Staff1"13+3+-1D3
Spiteful Thorns
Spiteful Thorns1"34+4+-1
Snapping Mandibles
Snapping Mandibles1"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Notes: Single, Unique. Ylthari and Ylthari’s Guardians must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Ylthari is a named character that is a single model. She is armed with a Briar Staff and Spiteful Thorns.

COMPANION: Ylthari is accompanied by a Spite that attacks with its Snapping Mandibles. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Vigour and Wrath: Ylthari and her guardians have only recently been awakened, and are imbued with bountiful vigour and wrath.
You can re-roll wound rolls of 1 for attacks made by this model.

MAGIC

Ylthari is a WIZARD. She can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and The Reaping spells.

The Reaping: Ylthari looses a scything blast of magical energy that cuts down her foes like corn.
The Reaping has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them and roll 6 dice. For each 5+ that unit suffers 1 mortal wound.

KEYWORDS
ORDER, SYLVANETH, NOBLE SPIRITS, OAKENBROW, HERO, WIZARD, THORNWYCH, YLTHARI
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
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).
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.

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

None
Battleline
Leader
• Ylthari
Leader, Behemoth
Behemoth

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