Bestiary of Tamriel

Bestiary of Tamriel

Bestiary:4

Ancestral Spirits:4

Ancestor Ghost:4

Ancestor Guardian:5

Ash Creatures:6

Ascended Sleeper:6

Ash Ghoul:8

Ash Slave:9

Ash Zombie:10

Corprus Stalker:11

Lame Corprus:12

Ash Spawn:13

Ash Spawn Ashblade:13

Ash Spawn Immolator:14

Atronachs:15

Flame Atronach:15

Frost Atronach:17

Storm Atronach:18

Flesh Atronach:19

Ayleid Guardians:20

Aurorans:21

Auroran Illuminate:21

Auroran Lustran:22

Auroran Radiant:23

Auroran Dawnlord:25

Behemoth, Argonian:27

Bloodfiends:29

Bloodfiend Scum:29

Bloodfiend Reaver:30

Bloodfiend Ambusher:32

Spellfiend:33

Bonelords:35

Bonewalkers:36

Bonewalker:36

Greater Bonewalker:37

Centaurs:38

Centaur Hunter:38

Centaur Elder:39

Chaurus:40

Common Chaurus:40

Chaurus Reaper:41

Chaurus Hunter:42

Clannfear:43

Daedric Titan:44

Daedroth:46

Dark Seducer:48

Dark Seducer Kiskengo:48

Dark Seducer Kiskella:49

Dark Seducer Kiskedrig:50

Dark Seducer Grakendo:51

Dark Seducer Grakella:52

Dark Seducer Grakedrig:53

Dark Seducer Autkendo:55

Death Hound:57

Doom Wolf:58

Doom Wolf:58

Doom Wolf Alpha:59

Dragons:60

Dragon:60

Blood Dragon:61

Frost Dragon:63

Elder Dragon:65

Ancient Dragon:67

Serpentine Dragon:69

Revered Dragon:71

Legendary Dragon:73

Skeletal Dragon:75

Dragon Priest:76

Draugr:78

Draugr Warrior:78

Restless Draugr:79

Draugr Wight:80

Draugr Scourge:81

Draugr Deathlord:82

Draugr Death Overlord:83

Cannibal Draugr:84

Dremora:85

Dremora Churl:85

Dremora Caitiff:86

Dremora Kynval:87

Dremora Kynreeve:88

Dremora Kynmarcher:89

Dremora Markynaz:90

Dremora Valkynaz:91

Dreugh:92

Dreugh:92

Land Dreugh:93

Dwemer Automatons:94

Dwemer Spider:94

Dwemer Sphere:95

Dwarven Ballista:96

Dwarven Centurion:97

Dwemer Colossus:98

Dwemer Spectre:99

Emperor Crab:100

Fabricants:101

Hulking Fabricant:101

Verminous Fabricant:102

Factotums:103

Factotum Menial:103

Factotum Sanitizer:104

Factotum Arbalest:105

Factotum Seeker:106

Factotum Mechanist:107

Factotum Conduit:108

Imperfect:109

Falmer:110

Falmer:110

Falmer Backstabber:111

Falmer Shaman:112

Falmer Warmonger:113

Gargoyles:114

Gargoyle:114

Gargoyle Sentinel:115

Ghosts:115

Ghost:116

Ancient Ghost:117

Giants:118

Giant:118

Frost Giant:119

Goblins:119

Goblin:120

Goblin Skirmisher:121

Goblin Berserker:122

Goblin Shaman:123

Goblin Warlord:124

Golden Saints:125

Golden Saint Auren:125

Golden Saint Auredel:126

Golden Saint Aurmok:127

Golden Saint Aurmokel:128

Golden Saint Aurig:129

Golden Saint Malaurig:130

Golden Saint Pelaurig:132

Grahl:133

Grahl:134

Dire Grahl:135

Hagravens:136

Hagraven:136

Hagraven Matron:138

Harpies:139

Harpy:140

Harpy Matriarch:141

Hunger:141

Lesser Hunger:142

Hunger:143

Ice Wraith:144

Imp:144

Lamia:145

Lamia:146

Lamia Queen:147

Minotaur:149

Minotaur:149

Minotaur Lord:150

Skeletons:151

Skeleton:151

Iliac Skeletal Warrior (Greater Skeleton):152

Bonewolf:153

Bone Colossus:154

Soul Cairn Inhabitants:155

Boneman:155

Mistman:155

Wrathman:157

Keeper:158

Spriggans:159

Spriggan:159

Spriggan Matron:161

Spriggan Earth Mother:162

Burnt Spriggan:163

Trolls:163

Troll:164

Armored Trolls:164

Frost Troll:165

Armored Frost Trolls:165

Vampires:166

Bloodknight:166

Winged Twilight:167

Zombies:167

Greater Zombie:168

Dread Zombie:169

Bog Blight:170

Beasts:170

Alit:171

Ash Hopper:171

Assassin Beetle:172

Bone Hawk:172

Bristleback:173

Cliff Racer:174

Dragonling:174

Duneracer:175

Duneripper:176

Durzog, Wild:176

Durzog, Trained:177

Eagle, Aldmeric:177

Echatere:178

Frostbite Spider:178

Frostbite Spider, Giant:179

Giant Bat:180

Giant Scorpion:181

Giant Snake:181

Guar:182

Hackwing:182

Haj Mota:183

Hoarvor:184

Horker:184

Kagouti:185

Kwama Forager:185

Kwama Queen:186

Kwama Scrib:186

Kwama Warrior:187

Kwama Worker:187

Lizard Steed:188

Sabre Cat:188

Bestiary: 

Ancestral Spirits: 

Guardians of ancient burial grounds throughout Morrowind, as well as some of their descendants, these ancestral spirits are known to curse those who would rob their halls.

Ancestor Ghost: 

Medium Undead, Lawful Neutral

Armor Class: 12

Hit Points: 77 (17d8 + 0)

Speed: 30 ft. (Hovers)

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

6 (-2)

14 (+2)

10 (+0)

10 (+0)

10 (+0)

15 (+2)

Saves: Wisdom +3

Skills: History +6

Damage Resistances: Acid, Thunder

Damage Immunities: Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Non-magical Weapons

Condition Immunities: Disease, Exhaustion, Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Chimeric

Challenge 5 (1,800 XP, Common Soul)

Actions: 

Multiattack. The Ancestor Ghost may use its Touch of the Grave twice. 

Touch of the Grave. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage. 

Grave Curse. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 12 (3d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. If this reduction reduces the target’s Strength below 1, the target dies. Otherwise the reduction lasts until the target takes a short or long rest.

Ancestor Guardian: 

Medium Undead, Lawful Neutral

Armor Class: 13

Hit Points: 117 (26d8 + 0)

Speed: 30 ft. (Hovers)

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

6 (-2)

16 (+3)

10 (+0)

13 (+1)

10 (+0)

16 (+3)

Saves: Wisdom +4, Constitution +4

Skills: History +9

Damage Resistances: Acid, Thunder

Damage Immunities: Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Non-magical Weapons

Condition Immunities: Disease, Exhaustion, Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Chimeric

Challenge 9 (1,800 XP, Greater Soul)

Actions: 

Multiattack. The Ancestor Ghost may use its Touch of the Grave twice, and may replace one of those attacks with a usage of its Grave Curse. 

Touch of the Grave. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 33 (6d10) necrotic damage. 

Grave Curse. Ranged Weapon Attack: +7 to hit, range 15/30 ft., one target. Hit: 15 (3d8 + 3) necrotic damage, and the target’s Strength score is reduced by 1d4. If this reduction reduces the target’s Strength below 1, the target dies. Otherwise the reduction lasts until the target takes a long rest.

Ash Creatures: 

Monstrosities spawned by Dagoth Ur during his time connected to the Heart of Lorkhan, they were once common in and around Red Mountain. After Dagoth Ur’s defeat at the hand of the Nerevarine they were all supposedly destroyed, either with their god or during the subsequent eruption of Red Mountain. 

Ascended Sleeper:

Medium Aberration, Neutral Evil

Armor Class: 16 (natural armor)

Hit Points: 230 (27d8+108)

Speed: 30 ft. 

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

22 (+6)

14 (+2)

19 (+4)

23 (+6)

18 (+4)

20 (+5)

Saves: Constitution +9, Wisdom +9, Charisma +10

Skills: History +11, Religion +11, Arcana +11

Senses: Darkvision 120 ft., Passive Perception 14

Languages: Chimeric

Challenge 16 (15,000 XP, Grand Soul)

Legendary Resistance (2/Day). If the Ascended Sleeper fails a save, it may instead choose to succeed. 

Spellcasting. The Ascended Sleeper is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Ascended Sleeper has the following cleric spells prepared

Magicka: 83/83

Cantrips (at will): Toll the Dead (3d8/3d12), Sacred Flame (3d8), Word of Radiance (3d6)

1st level (2 Magicka): Command, Inflict Wounds, Detect Magic

2nd level (3 Magicka): Hold Person, Spiritual Weapon, Blindness/Deafness

3rd level (5 Magicka): Bestow Curse, Dispel Magic

4th level (6 Magicka): Banishment, Guardian of Faith

5th level (7 Magicka): Contagion, Flame Strike

6th level (9 Magicka): Harm, Word of Recall

7th level (10 Magicka): Divine Word, Symbol, Fire Storm

Actions: 

Multiattack. The Ascended Sleeper may cast a spell and attack with its tentacles in any order.

Tentacle Rend. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage

Ash Ghoul: 

Medium Aberration, Neutral Evil

Armor Class: 15 (Dagoth robes)

Hit Points: 225 (30d8+90)

Speed: 30 ft. 

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

17 (+3)

16 (+3)

18 (+4)

17 (+3)

22 (+6)

Saves: Dexterity +8, Charisma +11

Skills: Performance +11, Religion +9, Perception +8

Senses: Blindsight 120 ft. (cannot see beyond this radius), Passive Perception 18

Languages: Chimeric

Challenge 13 (10,000 XP, Grand Soul)

Spell Turning. The Ash Ghoul has advantage on saving throws against any spell that targets only the ghoul (not an area). If the ghoul’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the ghoul and instead targets the caster. 

Actions: 

Multiattack. The Ash Ghoul may make up to a total of three attacks with its feast and bolt

Ashen Feast. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage and 18 (4d8) necrotic damage

Dagoth’s Bolt. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 24 (6d6+3) lightning damage and the target must attempt a DC 17 Constitution save or the target’s wisdom score is reduced by 1d4, to a minimum of 10.

Ash Slave: 

Medium Aberration, Chaotic Evil

Armor Class: 15 (unarmored defense0

Hit Points: 124 (19d8+38)

Speed: 30 ft.

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

16 (+3)

15 (+2)

8 (-1)

10 (+0)

6 (-2)

Senses: Passive Perception 10

Languages: Chimeric

Challenge 5 (1,800 XP, Common Soul)

Spell Turning. The Ash Slave has advantage on saving throws against any spell that targets only the ash slave (not an area). If the ash slave’s saving throw succeeds and the spell is of 3rd level or lower, the spell has no effect on the ghoul and instead targets the caster.

Actions: 

Multiattack. The ash slave may attack three times with its claws, or twice and use Earwig if available

Dagoth’s Bolt. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 24 (6d6+3) lightning damage and the target must attempt a DC 17 Constitution save or the target’s wisdom score is reduced by 1d4, to a minimum of 10.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage

Earwig (Recharge 5-6). The Ash Slave targets one creature within 60 ft. that can cast spells. The target must succeed a DC 15 Wisdom saving throw or for the next minute must make a DC 10 Constitution saving throw when casting a spell or fail to cast the spell, wasting the Magicka used in the process. If the target passes the save the spell is cast normally. The target may attempt the save again at the end of each of their turns, and on a success the effect ends

Ash Zombie: 

Medium Aberration, Chaotic Evil

Armor Class: 14 (natural armor)

Hit Points: 52 (8d8+16)

Speed: 30 ft. 

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

16 (+3)

14 (+2)

14 (+2)

7 (-2)

9 (-1)

6 (-2)

Senses: Blindsight 60 ft. (cannot see beyond this radius), Passive Perception 9

Languages: Chimeric

Challenge 2 (450 XP, Lesser Soul)

Reckless. At the start of its turn, the zombie can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 

Actions: 

Multiattack. The ash zombie may attack with its fists twice

Stone-Hard Fists. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage

Corprus Stalker: 

Medium Humanoid, Chaotic Evil

Armor Class: 12

Hit Points: 83 (11d8+33)

Speed: 30 ft. 

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

16 (+3)

14 (+2)

16 (+3)

6 (-2)

7 (-2)

5 (-3)

Senses: Passive Perception 8

Languages: Chimeric

Challenge 2 (450 XP, Black Soul)

Aggressive. As a bonus action, the stalker can move up to its speed toward a hostile creature it can see

Actions: 

Feasting Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the stalker regains 3 (1d6) health

Lame Corprus: 

Medium Humanoid, Chaotic Evil

Armor Class: 15 (natural armor)

Hit Points: 120 (16d8 + 48)

Speed: 20 ft.

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

20 (+5)

8 (-1)

16 (+3)

5 (-3)

6 (-2)

4 (-3)

Saves: Constitution +6

Senses: Passive Perception 8

Languages: Chimeric

Challenge 6 (2,300 XP, Black Soul)

Aggressive. As a bonus action, the corprus can move up to its speed toward a hostile creature it can see

Regeneration. At the start of its turn the lame corprus regains 5 hit points unless it has taken fire or acid damage since the last time it started its turn. A lame corprus dies only when it starts its turn with 0 hit points and does not regenerate. 

Actions: 

Multiattack. The corprus can attack twice

Blighted Battering. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage and the target must attempt a DC 15 Constitution saving throw or subtract 1d4 from any Strength or Constitution based rolls until the end of the target’s turn

Ash Spawn: 

Undead creatures created after the eruption of Red Mountain, these strange creatures are usually only created by Dunmer necromancers, but may occasionally arise spontaneously, particularly as one nears the summit of Red Mountain. 

Ash Spawn Ashblade: 

Medium Undead, Chaotic Evil

Armor Class: 14 (natural armor)

Hit Points: 168 (22d8 + 66)

Speed: 30 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

17 (+3)

9 (-1)

16 (+3)

3 (-4)

12 (+1)

5 (-3)

Saves: Constitution +6

Skills: Perception +4, Athletics +6

Damage Immunities: Poison, Fire

Condition Immunities: Exhaustion, Poisoned, Paralyzed

Sense: Darkvision 60 ft., Passive Perception 14

Languages: –

Challenge 7 (2,900 XP, Common Soul)

Heated Body. A creature that touches the ash spawn or hits it with a melee attack while within 5 ft. takes 11 (2d10) fire damage. 

Actions: 

Multiattack. The ashblade may attack twice with its blade. 

Ashen Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and 7 (3d4) fire damage.

Ash Spawn Immolator: 

Medium Undead, Chaotic Evil

Armor Class: 15 (natural armor)

Hit Points: 210 (28d8 + 84)

Speed: 30 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

17 (+3)

9 (-1)

17 (+3)

3 (-4)

18 (+4)

5 (-3)

Saves: Constitution +7, Wisdom +8

Skills: Perception +8, Athletics +7

Damage Immunities: Poison, Fire

Condition Immunities: Exhaustion, Poisoned, Paralyzed

Sense: Darkvision 60 ft., Passive Perception 14

Languages: –

Challenge 11 (7,200 XP, Greater Soul)

Heated Body. A creature that touches the ash spawn or hits it with a melee attack while within 5 ft. takes 11 (2d10) fire damage. 

Actions: 

Multiattack. The immolator may use Ash Shell if there is not already a creature under its effect. In addition, it may use Ash Blast, if it is recharged, or may alternatively use its Ashen Bolt twice. 

Ashen Bolt. Ranged Weapon Attack: +8 to hit, range 120/250 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 10 (3d6) fire damage. 

Ash Shell. The immolator chooses one creature within 30 ft. It must succeed a DC 17 Strength saving throw or take 22 (4d10) fire damage and become Incapacitated and unable to move for 30 seconds. The creature may attempt the save again at the end of each of its turns. In addition, the creature is immune to the following damage types while encased: Bludgeoning, Piercing, Slashing from non-magical weapons; cold, lightning, radiant, and poison. They also take 22 (4d10) fire damage at the start of each turn they remain incapacitated. On a successful saving throw, the target takes half the damage, and is no longer under the effect of this action. 

Ash Blast (Recharge 4-6). The immolator chooses a point within 120 ft. A burst of fire and ash erupt at this point, to a radius of 25 ft. All creatures within this area must succeed a DC 17 Dexterity saving throw or take 11 (2d10) slashing damage and 11 (2d10) fire damage. 

Atronachs: 

Daedra of the elements, particularly fire, frost, and storm. They are often summoned by conjurers as less hostile alternatives to Dremora, or other lesser Daedra sworn to a Prince, and less legally dubious than animating the dead. 

Flame Atronach: 

Medium Daedra (atronach), Neutral

Armor Class: 13

Hit Points: 90 (12d8 + 36)

Speed: 50 ft (hovers)

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

10 (+0)

18 (+4)

16 (+3)

6 (-2)

10 (+0)

7 (-2)

Saves: Dexterity +7, Strength +3

Damage Resistances: Bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: Poison, fire

Condition Immunities: Exhaustion, poisoned, grappled, paralyzed, petrified, prone, restrained, unconscious

Sense: Darkvision 60 ft., Passive Perception 10

Languages: Daedric

Challenge 5 (1,800 XP, Common Soul)

Flaming Form. A creature that touches the atronach or hits it with a melee attack within 10ft. of it takes 5 (1d10) fire damage

Fire Aura. This creature emits an aura of heat to a radius of 10 ft. Hostile creatures caught within it must make a DC 15 Constitution saving throw or take 7 (2d6) fire damage.

Illumination. The atronach sheds bright light in a 30-foot radius and dim light in an additional 30 feet. 

Water Susceptibility. For every 5 feet the atronach moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. 

Actions: 

Multiattack. The atronach makes two flaming bolt attacks. 

Flaming Bolt: Ranged Weapon Attack: +7 to hit, range 30/ 60 ft., one target. Hit: 11 (2d6 + 4) fire damage, and if it is a flammable object or creature is set aflame. Until a creature takes an action to douse the fire, or a minute passes, the target takes 5 (1d10) fire damage at the start of each of its turns.

Frost Atronach: 

Large Daedra (atronach), Neutral

Armor Class: 17 (natural armor)

Hit Points: 136 (13d10 + 65)

Speed: 30 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

20 (+5)

8 (-1)

20 (+5)

5 (-3)

10 (+0)

5 (-3)

Saves: Wisdom +3, Constitution +8

Damage Resistances: Bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: Poison, cold

Condition Immunities: Exhaustion, poisoned, paralyzed, petrified, unconscious

Damage Vulnerabilities: Fire

Sense: Darkvision 60 ft., Passive Perception 10

Languages: Daedric

Challenge 6 (2,300 XP, Common Soul)

Siege Monster. The atronach deals double damage to objects and structures. 

Ice Aura: This creature emits an aura of cold to a radius of 10 ft. Hostile creatures caught within it must make a DC 16 Constitution saving throw or take 7 (2d6) cold damage. 

Actions: 

Multiattack. The atronach makes two slam attacks. 

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) cold damage.

Storm Atronach: 

Large Daedra (atronach), Neutral

Armor Class: 16 (natural armor)

Hit Points: 150 (20d10 + 40)

Speed: 50 ft (hovers)

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

14 (+2)

20 (+5)

14 (+2)

6 (-2)

10 (+0)

6 (-2)

Saves: Strength +5, Wisdom +3

Damage Resistances: Bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: Poison, lightning, thunder

Condition Immunities: Exhaustion, poisoned, grappled, paralyzed, petrified, prone, restrained, unconscious

Sense: Darkvision 60 ft., Passive Perception 10

Languages: Daedric

Challenge 8 (3,900 XP, Common Soul)

Storm Aura: The atronach emits an aura of lightning to a range of 10 ft. from itself. Hostile creatures caught in this aura must succeed a DC 16 Dexterity saving throw or take 7 (2d6) lightning damage. 

Innate Spellcasting. The Storm Atronach’s innate spellcasting ability is Dexterity (Spell Save DC 16). It can innately cast the following spell, requiring no material components: 

1/Day: Lightning Bolt

Actions: 

Multiattack. The atronach makes two shock attacks. 

Shock: Ranged Weapon Attack: +8 to hit, range 45/90 ft., one target. Hit: 14 (2d8 + 5) lightning damage.

Flesh Atronach: 

Medium Daedra (atronach), Chaotic Neutral

Armor Class: 15 (natural armor)

Hit Points: 143 (15d8 + 75)

Speed: 30 ft. 

Strength: 

Dexterity: 

Constitution: 

Intelligence:

Wisdom:

Charisma:

22 (+6)

12 (+1)

20 (+5)

6 (-2)

12 (+1)

6 (-2)

Saves: Dexterity +5, Wisdom +5

Skills: Athletics +10

Damage Vulnerabilities: Shock

Damage Resistances: Fire; Bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: Poison

Condition Immunities: Exhaustion, poisoned, unconscious

Sense: Darkvision 60 ft., Passive Perception 11

Languages: Daedric

Challenge 10 (3,900 XP, Greater Soul)

Magic Resistance. The atronach has advantage on saves against spells and other magical effects

Magicka Absorption. The atronach starts with 0 Magicka. When it takes damage from a spell, it gains the level of that spell in Magicka, or 1 for a cantrip, and it has a maximum Magicka of 25

Magicka: 0/25

Actions: 

Multiattack. The atronach may smash three times

Smash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.  Hit: 19 (2d12 + 6) bludgeoning damage

Inflict Wounds. The atronach spends seven Magicka and makes a melee attack with +9 to hit. If it is successful the target takes 55 (10d10) necrotic damage, and must succeed a DC 17 Constitution saving throw or be stunned until the end of their next turn. On a successful save, the target is not stunned

Fire Blast. The atronach spends ten Magicka and chooses a point within 120 ft. A blast of fire with a radius of 30 ft. erupts from that point, and creatures within that radius must succeed a DC 17 Dexterity saving throw or take 33 (6d10) fire damage. On a successful save, half damage is taken

Heal. The atronach spends seven Magicka and regains 30 hit points

Ayleid Guardians: 

Statues of long dead Ayleids brought to life, these statues are used as guardians in a small number of places, usually ones of high importance to the Ayleids. A few others have been moved to guard other important places, such as a quartet that have been recently repositioned to the Temple of the Ancestor Moths, which is where the remaining Cyrodilic Elder Scrolls are now stored. 

Ayleid Guardian: 

Large Construct, Unaligned

Armor Class: 17 (elvish chainmail)

Hit Points: 119 (14d10 + 42)

Speed: 35 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

20 (+5)

14 (+2)

16 (+3)

3 (-4)

15 (+2)

1 (-5)

Saves: Strength +8, Constitution +6

Skills: Perception +5

Damage Resistances: Bludgeoning, piercing, and slashing from non-magical weapons

Damage Immunities: Poison, Psychic

Condition Immunities: Exhaustion, Poisoned, Petrified, Charmed, Frightened, Paralyzed

Sense: Darkvision 60 ft., Passive Perception 15

Languages: Understands Ayleidoon, but cannot speak

Challenge 7 (2,900 XP, Soulless)

Immutable Form. The Guardian is immune to any spell or effect that would alter its form. 

Actions: 

Multiattack. The guardian may attack twice with its longsword

Ayleid Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage

Aurorans: 

Daedra in the service of Meridia, they are more often seen accompanying those who would conquer in her service than destroying undead. Their structure is less strict than that of the Dremora, and are sometimes considered to be somewhat honorable for Daedra, though they are certainly equally aggressive. 

Auroran Illuminate: 

Medium Daedra, Lawful Neutral

Armor Class: 16 (auroran armor)

Hit Points: 85 (13d8 + 26)

Speed: 30 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

16 (+3)

13 (+1)

15 (+2)

10 (+0)

13 (+1)

16 (+3)

Skills: Athletics +5, Persuasion +5

Damage Resistances: Lighting

Damage Immunities: Radiant, Poison

Condition Immunities: Exhausted, Poisoned

Senses: Passive Perception 11

Languages: Daedric, Ayleidoon, One other

Challenge 3 (700 XP, Lesser Soul)

Magic Resistance. The Auroran has advantage on saving throws against magical effects. 

Innate Spellcasting. The Auroran’s innate spellcasting ability is Charisma (Spell Save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 

At-Will: Light, Sacred Flame

3/Day: Faerie Fire

Actions: 

Multiattack. The Auroran may use its axe twice. 

Radiant Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 3 (1d6) radiant damage.

Auroran Lustran: 

Medium Daedra, Lawful Neutral

Armor Class: 16 (auroran armor)

Hit Points: 98 (15d8 + 30)

Speed: 30 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

17 (+3)

14 (+2)

15 (+2)

12 (+1)

15 (+2)

18 (+4)

Skills: Athletics +6, Persuasion +7, Perception +5

Damage Resistances: Lighting

Damage Immunities: Radiant, Poison

Condition Immunities: Exhausted, Poisoned

Senses: Passive Perception 15

Languages: Daedric, Ayleidoon, One other

Challenge 5 (1,800 XP, Common Soul)

Magic Resistance. The Auroran has advantage on saving throws against magical effects. 

Innate Spellcasting. The Auroran’s innate spellcasting ability is Charisma (Spell Save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 

At-Will: Light, Sacred Flame

3/Day: Faerie Fire

Actions: 

Light that Burns. Ranged Spell Attack: +7 to hit, range 50 ft., one target. Hit: 22 (4d10) radiant damage, and the target must succeed a DC 15 Constitution saving throw or emit bright light to a distance of 15 ft., and dim light for an additional 15 ft. for one minute. While lit in this manner, the target takes 5 (1d10) radiant damage at the start of their turn and cannot be targeted by this action again. The target may attempt further saves at the end of each of their turns. 

Radiant Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 7 (2d6) radiant damage.

Reactions: 

Light that Shields. The Auroran adds 3 to its AC against one melee attack that would hit. To do so, the Auroran must be able to see the attacker. 

Auroran Radiant: 

Medium Daedra, Lawful Neutral

Armor Class: 16 (auroran armor)

Hit Points: 150 (20d8 + 60)

Speed: 30 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

16 (+3)

16 (+3)

15 (+2)

16 (+3)

20 (+5)

Saves: Intelligence +6, Charisma +9, Wisdom +7

Skills: Athletics +8, Persuasion +9, Perception +7

Damage Resistances: Lighting, Fire

Damage Immunities: Radiant, Poison

Condition Immunities: Exhausted, Poisoned

Senses: Passive Perception 17

Languages: Daedric, Ayleidoon, One other

Challenge 8 (3,900 XP, Common Soul)

Magic Resistance. The Auroran has advantage on saving throws against magical effects. 

Aurora Sphere. The Radiant emits an aura of bright light in a 10 ft. radius, and dim light to an additional 10 ft. Whenever another creature that is not a construct or daedra moves within 10 ft. of the Radiant or starts its turn there, it must succeed a DC 17 Constitution saving throw or take 7 (2d6) radiant damage and be blinded until the start of its next turn. This increases to 14 (4d6) against undead. On a successful save, damage is halved and the creature is not blinded. 

Innate Spellcasting. The Auroran’s innate spellcasting ability is Charisma (Spell Save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 

At-Will: Light, Sacred Flame

3/Day each: Faerie Fire, Healing Word (4d4+4)

1/Day: Flame Strike

Actions: 

Radiant Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10  (1d12 + 4) piercing damage and 21 (6d6) radiant damage. In addition, the target must succeed a DC 17 Charisma saving throw or be teleported to an unoccupied space within 5 ft. of one of the Radiant’s allies. This ally must be within 60 ft. of the Radiant. 

Reactions: 

Light that Shields. The Auroran adds 4 to its AC against one melee attack that would hit. To do so, the Auroran must be able to see the attacker. 

Auroran Dawnlord: 

Large Daedra, Lawful Neutral

Armor Class: 16 (auroran armor)

Hit Points: 219 (23d10 + 92)

Speed: 40 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

20 (+5)

14 (+2)

18 (+4)

16 (+3)

18 (+4)

22 (+6)

Saves: Intelligence +7, Charisma +10, Wisdom +8

Skills: Athletics +9, Persuasion +10, Perception +8

Damage Resistances: Lighting, Fire

Damage Immunities: Radiant, Poison

Condition Immunities: Exhausted, Poisoned, Blinded

Senses: Passive Perception 18

Languages: Daedric, Ayleidoon, One other

Challenge 12 (8,400 XP, Greater Soul)

Legendary Resistance (3/Day). When the Dawnlord fails a saving throw, it may instead choose to succeed. 

Magic Resistance. The Auroran has advantage on saving throws against magical effects. 

Infinite Energies. The Dawnlord emits an aura of bright light in a 60 ft. radius, and dim light for an additional 30 ft. This light is sunlight. At the start of each of its turns, all creatures of its choice within that radius must succeed a DC 18 Constitution saving throw or take 13 (2d12) radiant damage and become blind for one minute. They may attempt this save again at the end of each of their turns, and if they succeed their save, they are immune to this blinding effect for 24 hours. On a successful save, damage is halved and the creature is not blinded. 

Innate Spellcasting. The Auroran’s innate spellcasting ability is Charisma (Spell Save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 

At-Will: Light, Sacred Flame, Faerie Fire

3/Day: Flame Strike

1/Day: Dawn

Actions: 

Multiattack. The Dawnlord may attack with Arc of Dawn and use Zealot’s Rebuke. 

Arc of Dawn. Melee Weapon Attack: +9 to hit, reach 10 ft., one target or two targets within 10 ft. of each other and within range. Hit: 22 (4d10) radiant damage, and the target(s) must succeed a DC 17 Strength saving throw or be pushed away 10 ft. 

Zealot’s Rebuke. The Dawnlord chooses one creature within 60 ft. It must succeed a DC 18 Wisdom saving throw or take 11 (2d10) radiant damage and be frightened for one minute. The creature may repeat this save to end the fear at the end of each of its turns. 

Reactions: 

Light that Shields. The Auroran adds 4 to its AC against one melee attack that would hit. To do so, the Auroran must be able to see the attacker.  

Legendary Actions: The auroran can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The auroran regains spent legendary actions at the start of its turn.

Lord of Light. The Dawnlord causes one ally to make a melee attack against a creature within the ally’s reach. 

Rebuke (2 Actions). The Dawnlord may use Zealot’s Rebuke. 

Dawn Charge (3 Actions). The Dawnlord chooses up to four allies within 60 ft. Each of these allies becomes resistant to bludgeoning, piercing, and slashing damage until the end of their next turn, deal an additional 4 (1d8) radiant damage with all melee attacks until the end of their next turn, and gain 10 ft to their movement speed.

Behemoth, Argonian: 

These huge argonians are the result of the Hist choosing a champion from among the strongest and changing them into something fit to go toe to toe against the strongest of Daedra. 

Argonian Behemoth: 

Huge Humanoid (hist), Unaligned

Armor Class: 18 (natural armor)

Hit Points: 200 (16d12 + 96)

Speed: 45 ft., swim 45 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

24 (+7)

16 (+3)

23 (+6)

11 (+0)

17 (+3)

8 (-1)

Saves: Strength +12, Dexterity +8, Constitution +11, Wisdom +8

Skills: Stealth +8, Perception +8, Athletics +12, Nature +5

Damage Resistances: Fire

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Passive Perception 18

Languages: Jel, Imperial, Telepathy 1000 ft., limited to creatures connected to the Hist

Challenge 15 (13,000XP, Black Soul)

Amphibious. The behemoth can breathe air and water

Gifts of the Hist. The behemoth is immune to disease, and its attacks count as magical for the purposes of overcoming resistance

Deep Histskin (1/Day). As a bonus action, the behemoth may call upon the Hist. It may rid itself of any conditions that may be cured by the spells lesser restoration or greater restoration and regains 90 hit points. 

Legendary Resistance (1/Day). If the Behemoth fails a save, it may instead choose to succeed. 

Actions: 

Multiattack. The behemoth may attack twice with its claws and once with its bite or stomp. 

Rending Claws. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target must succeed a DC 19 Constitution saving throw or take 7 (2d6) necrotic damage at the start of their next turn, as they bleed. A success on that save prevents that necrotic damage. 

Crippling Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage and 10 (3d6) poison damage. In addition, the target must succeed a DC 19 Constitution saving throw or have its movement speeds reduced to 0 until the end of their next turn. On a successful save, there is no effect on their movement speed.

Stomp Crush. The behemoth stomps one of its massive feet, creating a shockwave in a 10 foot radius circle around it. Creatures in this area must succeed a DC 19 Strength saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. Creatures that succeed the save take half damage and are not knocked prone. 

Toxic Spit. The behemoth spits a ball of putrid green liquid, creating a 15 ft. radius sphere within a range of 60 ft. Creatures inside that area must succeed a DC 19 Dexterity saving throw or take 17 (5d6) acid damage and 21 (6d6) poison damage. On a successful save, damage is halved. Any creature entering the radius for one minute after the original action must succeed a DC 17 Constitution saving throw or take 3 (1d6) acid damage and 7 (2d6) poison damage. 

Scream of Fury (Recharge 5-6). The behemoth releases a scream in a 60 foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw, taking 52 (8d12) thunder damage on a failed saving throw, or half that on a successful saving throw. 

Legendary Actions: The behemoth may take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The behemoth regains spent legendary actions at the start of its turn. 

Hist Curse. The behemoth chooses one creature within 30 ft. That creature gains vulnerability to poison damage until the end of the behemoth’s next turn. 

Quicksand. The behemoth chooses one creature it can see. That creature’s movement speeds are reduced by 10 ft. until the end of its next turn. 

Riptide. The behemoth chooses one creature within 60 ft., which must succeed a DC 17 Strength saving or be moved 15 ft in a direction of the behemoth’s choosing. On a successful save, the creature is only moved 5 ft.

Bloodfiends: 

Vampires driven feral by bloodlust, they rely on animal savagery and won’t hesitate to feed on corpses. While they are aggressive and often have the capacity to turn invisible, most are probably less dangerous than a well-fed vampire even a century old. Those turned into bloodfiends only recently, or those that were already fairly weak, are even weaker, forming the lowest of the low among vampires. A variant created when undead are exposed to dangerously high levels of Aetherial flux are Spellfiends, which are not technically vampires, but act similarly. However, one should always be careful of infection around bloodfiends, as their flurries of blows leave plenty of opportunities for infection. 

Bloodfiend Scum: 

Medium Undead, Chaotic Evil

Armor Class: 13

Hit Points: 46 (7d8 + 14)

Speed: 35 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

14 (+2)

16 (+3)

14 (+2)

5 (-3)

14 (+2)

8 (-1)

Skills: Stealth +5, Survival +4

Damage Vulnerabilities: Fire, Radiant

Damage Resistances: Bludgeoning, Piercing, and Slashing from Non-magical weapons

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhausted

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Those it knew in life, though its speech is now stunted

Challenge 2 (450XP, Black Soul)

Innate Spellcasting. The bloodfiend may cast the following spell without material components 

1/Day: Invisibility

Aggressive. As a bonus action, the bloodfiend can move up to its speed toward a hostile creature it can see. 

Actions: 

Tooth and Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and 2 (1d4) necrotic damage.

Bloodfiend Reaver: 

Medium Undead, Chaotic Evil

Armor Class: 15 (natural armor)

Hit Points: 104 (16d8 + 32)

Speed: 40 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

16 (+3)

18 (+4)

15 (+2)

5 (-3)

14 (+2)

6 (-2)

Saving Throws: Dexterity +6, Constitution +5

Skills: Stealth +7, Survival +5

Damage Vulnerabilities: Fire, Radiant

Damage Resistances: Bludgeoning, Piercing, and Slashing from Non-magical weapons

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhausted

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Those it knew in life, though its speech is now stunted

Challenge 6 (2,300 XP, Black Soul)

Innate Spellcasting. The bloodfiend may cast the following spell without material components. 

2/Day: Invisibility

Aggressive. As a bonus action, the bloodfiend can move up to its speed toward a hostile creature it can see. 

Blood Frenzy. The bloodfiend has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. 

Reaver. If the bloodfiend hits the same creature at least twice with its claws in the same turn, the creature must succeed a DC 15 Strength saving throw or be knocked prone. 

Actions: 

Flurry of Claws. The bloodfiend may attack four times using its vicious claws. 

Vicious Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage

Bloodfiend’s Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone, incapacitated, grappled, or restrained creature. Hit: 7 (1d6 + 4) piercing damage plus 15 (6d4) necrotic damage.  The target's hit point maximum is reduced by the necrotic damage taken, and the bloodfiend regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the target survives, they must attempt a DC 13 Constitution save or become infected with a form of Vampirism, which will develop over the course of the next three days. 

Bloodfiend Ambusher: 

Medium Undead, Chaotic Evil

Armor Class: 15

Hit Points: 72 (13d8 + 13)

Speed: 50 ft., climb 30 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

15 (+2)

20 (+5)

13 (+1)

6 (-2)

16 (+3)

6 (-2)

Saving Throws: Dexterity +6, Constitution +5

Skills: Stealth +11, Survival +6

Damage Vulnerabilities: Fire, Radiant

Damage Resistances: Bludgeoning, Piercing, and Slashing from Non-magical weapons

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhausted

Senses: Darkvision 120 ft., Passive Perception 13

Languages: Those it knew in life, though its speech is now stunted

Challenge 6 (2,300 XP, Black Soul)

Aggressive. As a bonus action, the bloodfiend can move up to its speed toward a hostile creature it can see. 

Ambush. On the first round of each combat, the bloodfiend has advantage on attack rolls against a creature that hasn’t taken a turn yet.

Blood Frenzy. The bloodfiend has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. 

Actions: 

Pouncing Strike. The bloodfiend pounces on an enemy. It chooses one enemy within 60 ft., and leaps on it. The target must succeed a DC 16 Dexterity saving throw or take 19 (4d6 + 5) slashing damage, 5 (1d10) necrotic damage, and be knocked prone. On a successful save, the target is not knocked prone, and takes half the damage. The bloodfiend moves to a space adjacent to the target, which does not provoke attacks of opportunity. 

Bloodfiend’s Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone, incapacitated, grappled, or restrained creature. Hit: 7 (1d6 + 4) piercing damage plus 15 (6d4) necrotic damage.  The target's hit point maximum is reduced by the necrotic damage taken, and the bloodfiend regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the target survives, they must attempt a DC 13 Constitution save or become infected with a form of Vampirism, which will develop over the course of the next three days.

Spellfiend: 

Medium Undead, Chaotic Evil

Armor Class: 12

Hit Points: 127 (23d8 + 23)

Speed: 35 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

14 (+2)

15 (+2)

13 (+1)

6 (-2)

13 (+1)

18 (+4)

Saving Throws: Constitution +4, Wisdom +4, Charisma +8

Skills: Stealth +6, Arcana +2

Damage Vulnerabilities: Fire, Radiant

Damage Resistances: Bludgeoning, Piercing, and Slashing from Non-magical weapons; Cold, Lightning

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhausted

Senses: Darkvision 120 ft., Passive Perception 11

Languages: Those it knew in life, though its speech is now stunted

Challenge 8 (3,900 XP, Black Soul)

Aggressive. As a bonus action, the spellfiend can move up to its speed toward a hostile creature it can see. 

Innate Spellcasting. The spellfiend may cast the following spell without material components.

2/Day: Invisibility

Wild Magicka. The wild magicka within the spellfiend influences its spells. Each time it casts a spell, a roll is made on the Wild Magic Table in the PHB, page 104. If the effect would adversely affect the spellfiend, it may spend 3 Magicka to force a creature within 60 ft. to make a DC 16 Charisma saving throw. On a failed save, they take the effect instead of the spellfiend 

Altered Magicka. On any spell the spellfiend casts, it may spend extra Magicka to slightly modify the spell. It may choose from the options below, but cannot add more than one to each spell, unless stated otherwise. 

Empower: The fiend may spend 1 Magicka to choose up to 4 dice to reroll from the damage dice. Can be applied with other options. 

Heighten: The fiend may spend 3 Magicka to give one target of the spell disadvantage on their first roll against it. 

Twinned: The fiend may spend a number of Magicka equal to the level of the spell (or 1, for a Cantrip), and cause a spell that targets one creature and doesn’t have a range of self to effect a second target within range of the original spell. 

Spellcasting. The spellfiend  is a 10th level spellcaster. Its spellcasting ability is Charisma (Spell Save DC 16, +8 to hit with spell attacks). It regains its used Magicka on a long rest. The spellfiend know the following Sorcerer spells: 

Magicka: 74/74

Cantrips (at-will): Thunderclap, Frostbite, Fire Bolt, Ray of Frost, Shocking Grasp

1st level (2 Magicka): Chaos Bolt, Ice Knife, Thunderwave

2nd level (3 Magicka): Aganazzar’s Scorcher, Scorching Ray

3rd level (5 Magicka): Fireball, Lightning Bolt

4th level (6 Magicka): Storm Sphere, Wall of Fire

5th level (7 Magicka): Immolation, Cone of Cold

Actions: 

Spellfiend’s Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone, incapacitated, grappled, or restrained creature. Hit: 7 (1d6 + 4) piercing damage plus 7 (3d4) necrotic damage and 2 (1d4) fire, cold, or lightning damage.  The target's hit point maximum is reduced by the necrotic damage taken, and the bloodfiend regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Roll one d20. If the roll is a 1 or 20, the target is infected with a type of vampirism. If the roll is a 7 or 13, the target is instead affected by an effect from the Wild Magic Table. 

Claw of the Spellfiend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, and 3 (1d6) each of fire, cold, and lightning.

Bonelords: 

One of the many types of ancestral undead found in Dunmer crypts, the Bonelord has four arms, and a skull that hovers a foot or two above its spinal column.

Bonelord: 

Medium Undead, Lawful Neutral

Armor Class: 15 (second barrier)

Hit Points: 85 (13d8 + 26)

Speed: 25 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

16 (+3)

15 (+2)

15 (+2)

12 (+1)

15 (+2)

8 (-1)

Saves: Wisdom +5, Intelligence +4

Skills: History +4, Perception +5

Damage Resistances: Cold, Necrotic, Lightning

Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Non-magical weapons

Condition Immunities: Poisoned, Exhausted, Charmed

Senses: Darkvision 120 ft., Passive Perception 15

Languages: Chimeric

Challenge 7 (2,900XP, Common Soul)

Actions: 

Multiattack. The Bonelord may attack three times with its bony claws. It may replace one of these attacks with a usage of Ashes of Time. 

Bony Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and 7 (2d6) necrotic damage. 

Ashes of Time. The bonelord selects one creature within 60 ft. The target must succeed a DC 15 Charisma saving throw or have all of their movement speeds reduced by 20 ft., to a minimum of zero, until the end of their next turn. In addition, they have disadvantage on their next attack roll and all Dexterity saving throws until the end of their next turn. If they succeed the saving throw, their movement speeds only drop by 5 ft, and they suffer no other ill effects.

Bonewalkers: 

Another form of Dunmer ancestral undead, Bonewalkers are known to curse those they battle with weakness and ill health, sometimes permanently. 

Bonewalker: 

Medium Undead, Lawful Neutral

Armor Class: 15 (natural armor)

Hit Points: 138 (18d8 + 54)

Speed: 30 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

17 (+3)

12 (+1)

17 (+3)

10 (+0)

14 (+2)

7 (-2)

Saves: Constitution +6, Strength +6

Damage Resistances: Cold, Necrotic, Lightning

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhausted, Charmed

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Chimeric

Challenge 5 (1,800XP, Common Soul)

Actions: 

Vault-Breaker’s Bane. The Bonewalker chooses a creature within 30 ft. That creature must succeed a DC 15 Wisdom saving throw or have its Strength ability score reduced by 1d4, to a minimum of 6, and have disadvantage on Constitution saving throws for one minute. On a successful saving throw, there is no effect. 

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) necrotic damage. The target must succeed a DC 15 Constitution saving throw or take 9 (2d8) necrotic damage again at the end of their next turn.

Greater Bonewalker: 

Medium Undead, Lawful Neutral

Armor Class: 16 (natural armor)

Hit Points: 153 (18d8+72)

Speed: 30 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

13 (+1)

18 (+4)

10 (+0)

15 (+2)

7 (-2)

Saves: Constitution +7, Strength +7, Wisdom +5

Damage Resistances: Cold, Necrotic, Lightning

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhausted, Charmed

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Chimeric

Challenge 8 (3,900XP, Common Soul)

Actions: 

Multiattack. The bonewalker may use smash twice, and may replace one of those with a use of vault-breaker’s doom. 

Vault-Breaker’s Doom. The Bonewalker chooses a creature within 30 ft. That creature must succeed a DC 16 Wisdom saving throw or have its Strength ability score reduced by 1d4, and have disadvantage on Constitution saving throws until the target takes a long rest or receives a Greater Restoration. If the Strength reduction reduces the target to 0 Strength, they die. On a successful saving throw, there is no effect. 

Smash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 18 (4d8) necrotic damage. The target must succeed a DC 16 Constitution saving throw or take 9 (2d8) necrotic damage again at the end of their next turn.

Centaurs: 

Poorly understood creatures that inhabit wild areas of the Valenwood and High Rock, centaurs appear half horse, half elf. It is believed that they can live to be nearly two-hundred years old, and that they are resistant to the effects of magic. 

Centaur Hunter: 

Large Fey, Chaotic Neutral

Armor Class: 14 (hide armor)

Hit Points: 90 (12d10 +24)

Speed: 50 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

15 (+2)

14 (+2)

8 (-1)

14 (+2)

11 (+0)

Skills: Stealth +4, Survival +4, Perception +4, Athletics +6

Senses: Passive Perception 14

Languages: Centaur, Bosmeric or Brettonic

Challenge 3 (700 XP, Black Souls)

Magic Resistance. Centaurs have advantage on saving throws against magic. 

Actions: 

Multiattack. The centaur may attack once with its hooves and once with its longspear

Longspear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage

Centaur Elder: 

Large Fey, Chaotic Neutral

Armor Class: 14 (hide armor)

Hit Points: 120 (16d10 + 32)

Speed: 50 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

15 (+2)

14 (+2)

10 (+0)

17 (+3)

13 (+1)

Saves: Wisdom +7, Dexterity +5

Skills: Stealth +5, Survival +6, Perception +6, Athletics +7

Senses: Passive Perception 16

Languages: Centaur, Druidic, Bosmeric or Brettonic

Challenge 5 (1,800 XP, Black Souls)

Magic Resistance. Centaurs have advantage on saving throws against magic. 

Spellcasting. The centaur is a 3rd level spellcaster. Its spellcasting ability is Wisdom (Spell Save DC 14, +6 to hit with spell attacks). It regains its used Magicka on a long rest. The centaur has the following Druid spells prepared: 

Magicka: 14/14

Cantrips (at-will): Druidcraft, Guidance

1st level (2 Magicka): Cure Wounds, Animal Friendship

2nd level (3 Magicka): Heat Metal, Lesser Restoration, Moonbeam, Pass Without Trace

Actions: 

Multiattack. The centaur may attack once with its hooves and once with its longspear. Alternatively, it may attack twice with its bow

Mystic Longspear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 3 (1d6) force damage

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage

Thunderbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 5 (2d4) lightning damage

Chaurus: 

Grotesque insects native to the deep reaches of Tamriel, chaurus are frightful carnivores, and are often found as Falmer livestock due to their shared habitat. 

Common Chaurus: 

Medium Monstrosity, Unaligned

Armor Class: 16 (natural armor)

Hit Points: 75 (10d8 + 30)

Speed: 40 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

16 (+3)

12 (+1)

16 (+3)

3 (-4)

8 (-1)

6 (-2)

Skills: Stealth +3, Perception +1

Damage Resistances: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Passive Perception 11

Languages: – 

Challenge 3 (700XP, Lesser Soul)

Sunlight Sensitivity. When in sunlight, the chaurus has disadvantage on attack rolls and on Perception checks that rely on sight. 

Actions: 

Multiattack. The chaurus may use its Bite attack twice. 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and 7 (2d6) poison damage. 

Acid Spit (Recharge 6). Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 16 (3d10) acid damage and 11 (2d10) poison damage.

Chaurus Reaper: 

Large Monstrosity, Unaligned

Armor Class: 18 (natural armor)

Hit Points: 89 (8d10 + 40)

Speed: 30 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

19 (+4)

10 (+0)

20 (+5)

3 (-4)

12 (+1)

6 (-2)

Skills: Stealth +3, Perception +4

Damage Resistances: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Passive Perception 14

Languages: – 

Challenge 5 (1,800XP, Common Soul)

Sunlight Sensitivity. When in sunlight, the chaurus has disadvantage on attack rolls and on Perception checks that rely on sight. 

Actions: 

Toxic Bite. Melee Weapon Attack: + 7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, 14 (4d6) poison damage, and 14 (4d6) acid damage. 

Fermented Acid Spit (Recharge 6). Ranged Weapon Attack: + 3 to hit, range 20/40 ft., one target. Hit: 27 (5d10) acid damage and 27 (5d10) poison damage.

Chaurus Hunter: 

Large Monstrosity, Unaligned

Armor Class: 17 (natural armor)

Hit Points: 200 (19d10 + 95)

Speed: 10 ft., fly 45 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

17 (+3)

19 (+4)

20 (+5)

4 (-3)

12 (+1)

6 (-2)

Skills: Stealth +8, Perception +5

Damage Resistances: Poison, Acid

Condition Immunities: Poisoned, Paralyzed

Senses: Darkvision 120 ft., Passive Perception 15

Languages: – 

Challenge 11 (7,200XP, Greater Soul)

Sunlight Sensitivity. When in sunlight, the chaurus has disadvantage on attack rolls and on Perception checks that rely on sight. 

Actions: 

Multiattack. The hunter may attack with its bite and its sting. 

Toxic Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, 14 (4d6) poison damage, and 14 (4d6) acid damage. 

Numbing Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, 22 (4d10) poison damage, and the target must succeed a DC 17 Constitution saving throw or be paralyzed until the end of its next turn. 

Concentrated Acid Spit (Recharge 6). Ranged Weapon Attack: +8 to hit, range 20/40 ft., one target. Hit: 32 (6d10) acid damage and 32 (6d10) poison damage, and the target must succeed a DC 17 Constitution saving throw or become blinded for one minute. A blinded target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success

Clannfear: 

A type of animalistic daedra, clannfear are known for being fairly tough opponents, particularly with their thickly scaled hides. 

Clannfear: 

Medium Daedra, Chaotic Evil

Armor Class: 16 (natural armor)

Hit Points: 75 (10d8 + 30)

Speed: 35 ft. 

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

17 (+3)

12 (+1)

16 (+3)

6 (-2)

13 (+1)

9 (-1)

Skills: Athletics +6, Intimidation +2

Damage Resistances: Fire

Damage Immunities: Poison

Condition Immunities: Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Daedric (rough)

Challenge 5 (1,800 XP, Common Soul)

Actions: 

Multiattack. The clannfear may attack twice with its claws and once with its beak or headbut

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target must succeed a DC 15 Strength saving throw or drop on item they are holding, which falls at their feet

Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 14 (2d10 +3) bludgeoning damage and the target must succeed a DC 15 Strength saving throw or be knocked prone

Reactions: 

Reflective Scales. When hit by a spell attack, the Clannfear may use its reaction to roll 1d10, reducing the damage by the number rolled. It then deals that same number, of the same damage type to the creature that damaged it. 

Daedric Titan: 

Dragon-like creatures originally created by Molag Bal, these terrifying entities are some of the most powerful Daedra in existence. 

Daedric Titan: 

Gargantuan Daedra, any Evil

Armor Class: 21 (natural armor)

Hit Points: 350 (20d20 + 140)

Speed: 40 ft, fly 60 ft

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

24 (+7)

14 (+2)

25 (+7)

18 (+4)

15 (+2)

17 (+3)

Saves: Strength +14, Constitution +14, Dexterity +9, Wisdom +9, Charisma +10

Skills: Athletics +14, Perception +9, Intimidation +10

Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical weapons

Damage Immunities: Poison, Fire

Condition Immunities: Exhausted, Poisoned

Senses: Darkvision 60 ft., Passive Perception 19

Languages: Daedric, Imperial, one other

Challenge 22 (41,000 XP, Black Soul)

Magic Resistance. The Daedra Titan has advantage on saving throws against magical effects. 

Siege Monster. The Titan deals double damage to objects and structures

Legendary Resistance (3/Day). If the Titan fails a saving throw, it can instead choose to succeed. 

Actions: 

Multiattack. The Titan may use its Frightful Presence. It may then make a bite attack and two claw attacks

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage, 7 (2d6) fire damage, and 7 (2d6) necrotic damage. 

Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be pushed 15 ft. 

Frightful Presence. Each creature of the Titan’s choice that is within 120 feet of the creature and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence for the next 24 hours. 

False Thu’um (Recharge 5-6). The Titan releases a burst of flaming death energy from its mouth in a 60 ft. cone. Each creature in the area must make a DC 22 Dexterity saving throw or take 31 (9d6) fire damage and 31 (9d6) necrotic damage. On a successful save, halve the damage taken. 

Legendary Actions: 

The titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The titan regains spent legendary actions at the start of its turn

Terror. The titan may attempt a Charisma (Intimidation) check

Tail Attack. The titan makes a tail attack

Wing Gust (2 Actions). The titan beats its wings. Each creature within 15 feet of the titan must succeed on a DC 23 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The Titan can then fly up to half its flying speed.

Daedroth: 

A type of Daedra in the form of a large scaled biped with the head of a crocodile, Daedroth are known to be powerful in melee combat and with magic. 

Daedroth: 

Large Daedra, Chaotic Evil

Armor Class: 15 (natural armor), 17 (with Daedroth Shield)

Hit Points: 200 (21d10 + 84)

Speed: 35 ft.

Strength:

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

19 (+4)

13 (+1)

18 (+4)

8 (-1)

13 (+1)

16 (+3)

Saves: Strength +9, Constitution +9, Charisma +8

Skills: Athletics +9, Intimidation +8

Damage Resistances: Fire; Bludgeoning, Piercing, and Slashing from non-magical weapons

Damage Immunities: Poison

Condition Immunities: Exhausted, Poisoned

Senses: Passive Perception 11

Languages: Daedric

Challenge 13 (10,000 XP, Grand Soul)

Daedroth Shield (Once per Short or Long Rest). As a bonus action, the Daedroth may activate its magical shield. This grants it +2 to its AC for one hour, as well as resistance to one of the following damage types: cold, lightning, acid, psychic. This is determined by using a d4, with 1 corresponding to cold, and so on. If the Daedroth takes 25 or more radiant or force damage in one turn, the shield is shattered

Regeneration. The Daedroth regains 5 hit points at the start of its turn, if it's shield is active. If the Daedroth takes radiant damage, this trait doesn't function at the start of the Daedroth’s next turn. The Daedroth dies only if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. The Daedroth’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Daedroth can innately cast the following spells, requiring no material components:

1/Day each: Fireball, Lightning Bolt, Cloudkill

Actions: 

Multiattack. The Daedroth may attack three times with its claws

Heavy Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, 6 (1d12) fire damage and if it’s shield is active, 6 (1d12) of the damage type the Daedroth resists

Dark Seducer: 

A type of fairly humanoid Daedra, many Dark Seducers are sworn to Sheogorath and Nocturnal, and there were also once a large contingent under the command of Mehrunes Dagon, though many were lost in his invasion of the Battlespire, particularly when the links between the planes were severed, and when Nocturnal sent other servants after the traitors, also removing their ability to fly

Dark Seducer Kiskengo: 

Medium Daedra, Chaotic Neutral

Armor Class: 17 (dark seducer armor)

Hit Points: 60 (8d8 + 24)

Speed: 35 ft.

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

18 (+4)

19 (+4)

16 (+3)

16 (+3)

15 (+2)

21 (+5)

Saves: Strength +6, Charisma +7

Skills: Athletics +6, Stealth +6, Persuasion +7

Damage Vulnerabilities: Cold

Condition Immunities: Exhaustion

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Daedric, Imperial

Challenge 3 (700 XP, Black Souls)

Magic Resistance. The seducer has advantage on saving throws against magical effects. 

Magic Weapons. The seducer’s attacks are magical. 

Innate Spellcasting. The seducer can cast the following spell without material components. The spell attack modifier is +7: 

At-Will: Vampiric Touch

Actions: 

Dark Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, 4 (1d8) necrotic damage, and 4 (1d8) poison damage

Dark Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage, 4 (1d8) necrotic damage, and 4 (1d8) poison damage

Dark Seducer Kiskella: 

Medium Daedra, Chaotic Neutral

Armor Class: 17 (dark seducer armor)

Hit Points: 90 (12d8 + 36)

Speed: 35 ft.

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

19 (+4)

19 (+4)

16 (+3)

16 (+3)

15 (+2)

22 (+6)

Saves: Strength +7, Charisma +9

Skills: Athletics +7, Stealth +7, Persuasion +9

Damage Vulnerabilities: Cold

Condition Immunities: Exhaustion

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Daedric, Imperial

Challenge 5 (1,800 XP, Black Souls)

Magic Resistance. The seducer has advantage on saving throws against magical effects. 

Magic Weapons. The seducer’s attacks are magical. 

Innate Spellcasting. The seducer can cast the following spell without material components. The spellcasting ability is Charisma and the attack modifier is +9: 

At-Will: Vampiric Touch

Spellcasting. The seducer is a 5th level spellcaster. Its spellcasting ability is Charisma. Its save DC is 17, and its spell attack modifier is +9. It regains its used Magicka on a long rest. The seducer has the following Paladin spells prepared:

Magicka: 14/14

1st Level (2 Magicka): Command, Compelled Duel, Heroism, Divine Favor, Shield of Faith

2nd Level (3 Magicka): Find Steed, Lesser Restoration, Aid

Actions: 

Dark Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, 4 (1d8) necrotic damage, and 4 (1d8) poison damage. The seducer may also spend 2 Magicka to inflict an additional 4 (1d8) necrotic damage and 4 (1d8) poison damage, or 3 Magicka to inflict 9 (2d8) of either necrotic or poison damage and 4 (1d8) of the other

Dark Seducer Kiskedrig: 

Medium Daedra, Chaotic Neutral

Armor Class: 19 (dark seducer armor and shield)

Hit Points: 113 (15d8 + 45)

Speed: 35 ft.

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

19 (+4)

19 (+4)

17 (+3)

16 (+3)

16 (+3)

23 (+6)

Saves: Strength +7, Charisma +9

Skills: Athletics +7, Stealth +7, Persuasion +9

Damage Vulnerabilities: Cold

Condition Immunities: Exhaustion

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Daedric, Imperial

Challenge 7 (2,900 XP, Black Souls)

Magic Resistance. The seducer has advantage on saving throws against magical effects. 

Magic Weapons. The seducer’s attacks are magical. 

Innate Spellcasting. The seducer can cast the following spell without material components. The spell attack modifier is +9: 

At-Will: Vampiric Touch

Actions: 

Multiattack. The seducer may attack twice with its mace

Dark Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, 7 (2d6) necrotic damage, and 7 (2d6) poison damage. 

Dark Immolation (Recharge 5-6). The seducer chooses one creature within 60 ft. The creature must succeed a DC 17 Charisma saving throw or be enveloped in flaming shadows that poison their blood, dealing 14 (4d6) fire damage, 14 (4d6) poison damage, and 14 (4d6) necrotic damage. On a successful saving throw, they take half damage

Dark Seducer Grakendo: 

Medium Daedra, Chaotic Neutral

Armor Class: 20 (dark seducer armor and shield)

Hit Points: 170 (20d8 + 80)

Speed: 35 ft.,

Strength: 

Dexterity: 

Constitution: 

Intelligence: 

Wisdom: 

Charisma: 

20 (+5)

20 (+5)

18 (+4)

16 (+3)

16 (+3)

24 (+7)