Sylvaneth – Treelord

This warscroll does not meet the selection criteria (see Settings tab).
SYLVANETH WARSCROLL
Treelord
6"
14
3+
5
Treelords bear down on the enemy with earth- shaking strides, ignoring the feeble attempts of the enemy to slow their advance. Lashing vines shoot forth from their open talons to rend and ensnare, while every swing of their huge talons slaughters another swathe of foes.
SYLVANETH WARSCROLL
Treelord
RANGED WEAPONS
RngAtkHitWndRndDmg
Strangleroots [Shoot in Combat]
Strangleroots
Shoot in Combat
10"33+2+12
MELEE WEAPONS
AtkHitWndRndDmg
Sweeping Blows [Anti-charge (+1 Rend)]
Sweeping Blows
Anti-charge (+1 Rend)
54+2+12
Massive Impaling Talons [Crit (Mortal)]
Massive Impaling Talons
Crit (Mortal)
24+2+23
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 105 × 70mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Sweeping Blows is 3.

Once Per Turn (Army), Any Shooting Phase
LASH AND TANGLE: The whipping tendrils that shoot from the Treelord’s palm ensnare enemies and keep them at bay with their frantic thrashing.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Strangleroots to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is within the creeping overgrowth. On a 3+, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.

Once Per Turn (Army), Any Combat Phase
STRANGLING GRASP: The Treelord’s tendrils coil around a chosen foe, crushing the life out of them.

Declare: Pick a visible enemy unit within 10" of this unit to be the target.

Effect: Roll a dice. If the roll exceeds the target’s Health characteristic, 1 model in the target unit is slain.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, SYLVANETH, FOREST ELDER

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
Passive
THE CREEPING OVERGROWTH: As children of Ghyran, the Sylvaneth are redolent with the energies of life, which cause the ambient flora to rapidly grow and spread.

Effect: The creeping overgrowth is measured from each terrain feature that has a friendly overgrown token. The range of the creeping overgrowth is based on the number of friendly overgrown tokens on the battlefield as shown:
Overgrown
Tokens
Creeping
Overgrowth Range
0-26"
3-59"
6-812"
9+Whole battlefield


Designer’s Note: Awakened Wyldwoods are your main way of generating overgrown tokens. Some unit abilities allow you to do so too.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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.

The FOREST ELDER keyword is used in the following Sylvaneth warscrolls:

© Vyacheslav Maltsev 2013-2026