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Home > Miniatures > D&D Miniatures > Legendary Evils Singles

 

Air Archon Zephyrhaunt #02 Legendary Evils D&D Miniatures
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Air Archon Zephyrhaunt #02 Legendary Evils D&D Miniatures
Rarity :Rare
Figure Number :2
Set :Legendary Evils
 
Product Review Rating : **** (3 reviews)

 
Complete Miniature Including Card $2.99  4 in stock     Quantity to PUT IN CART 
Shipping weight: 0.022 pounds (Size: 1.75" H x 1.75" W x 1.00" D)

Legendary Evils Single Miniature 



Customer Reviews Write your own review

***** The Air Archon Zephyrhaunt is a great air-elemental type figure. The transparency helps bring to life the appearance of a swirling vortex as the lower body portion. The armor is nicely detailed and has a bluish hint to it. Despite being a medium, the Air Archon is much taller than most figures of that size. One alternative use though for this figure is as an angry, powerful spirit or ghost from an ancient tomb; the armor and helmet, along with unnatural size, give it a slightly ghostly vibe. Great to use defending a tomb from pesky grave robbers. The only downside to this mini is the flimsiness of the scourge/whip it's holding; don't let that deter you from getting this mini though.

  -- By R S from WA USA on January 24, 2012


**** I think this is a very cool mini. The transparent plastic of its whirlwind trunk is a nice effect and the color of its helm and armor is an iridescent blue. I don't like it as much as the Earth Archon Rumbler, but I'm glad I have one.

  -- By Elrond from CA on October 08, 2011


*** Nice translucent fx on this mini. Weapon is flimsy, rubbery, and not attached. Could easily double as air/water/ice creature.

  -- By Anonymous from TX on August 21, 2009




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Magic: the Gathering and all images are copyright © Wizards Of The Coast, Inc. All Rights Reserved.
NECROMANCY
(optional) Give this warrior a special action. It cannot be in base contact with an opposing figure. Reanimate one of your eliminated figures (except a multiple-dial or titan figure), and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, turn the reanimated figure's combat dial clockwise a number of times equal to the result. If three skulls are not showing in its stat slot, place it in base contact with this warrior. On a result of 4-6, remove it from the game. Do not turn the combat dial clockwise for reanimated figures with the words Zombie or Skeleton in their names; they always return to the battlefield with their combat dials at their starting markers.
SUMMON
(optional) Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior's point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.
TERRIFY
(optional) When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of l or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure's Terrify.
GHOSTFORM
This warrior cannot be the target of ranged combat attacks. This warrior's base does not block line of fire. This warrior fails to break away only on a die roll result of 1.
HEX
(optional) Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within 18inches of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.
LIFE DRAIN
(optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least l damage, it is healed of l damage.
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