Sylvaneth – Scourge of Ghyran Drycha Hamadreth

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SYLVANETH WARSCROLL
Scourge of Ghyran Drycha Hamadreth
10"
12
3+
5
Ghyran’s most ruthless and cruel-hearted defender, the feared Drycha Hamadreth is as much a living hive as a true forest spirit. When her home realm is threatened, Drycha’s spite-swarms become more furious and potent than ever, impeding their advance and rendering them staggering and helpless in the face of a Sylvaneth attack.
SYLVANETH WARSCROLL
Scourge of Ghyran Drycha Hamadreth
MELEE WEAPONS
AtkHitWndRndDmg
Slashing Talons [Crit (2 Hits)]
Slashing Talons
Crit (2 Hits)
103+2+22
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 105 × 70mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
STRENGTH FROM SPITE: Having absorbed the dark and bitter energies permeating the cursed earth of the Hamadrithil, Drycha’s talons easily shred defences both mundane and magical.

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s attacks.

Your Hero Phase
6
TWISTED SPIRIT-SONG: Disharmonious and laced with anger, Drycha’s spirit-song fills her allies with rage.

Declare: Pick a visible friendly SYLVANETH unit wholly within 12" of this unit to be the target. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn, add 1 to wound rolls for the target’s combat attacks, including those made with Companion weapons.

In addition, if the target is non-KURNOTHI, add 1 to the Attacks characteristics of the target’s melee weapons.
KEYWORDSSPELL

Reaction: Opponent declared a CHARGE ability for a unit within 18" of this unit
VICIOUS SPITESWARMS: Swarms of Flitterfuries and Squirmlings pour forth from the hives within Drycha’s towering barkflesh form.

Effect: Your opponent must pick 1 of the following:

Avoid the Swarm: Subtract D3 from the charge roll. In addition, if your opponent re-rolls that charge roll, subtract D3 from that roll.

Charge Through the Swarm: Subtract 1 from hit rolls for that unit’s attacks for the rest of the turn, and add 1 to hit rolls for attacks that target that unit for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, WIZARD (1)
ORDER, SYLVANETH

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18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Those HEROES can join an eligible regiment as a Forest Sentinel.

Monster Hero
Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2025