Creatures with a * next to their name can be summoned for an hour with the spell Conjure Lesser Daedra.
Creatures with a ✝ next to their name can be summoned for ten minutes with the spell Conjure Greater Daedra.
The Daedra
Daedra is an Aldmer word meaning 'not our ancestors' as opposed to the Aedra, whose many aspects are venerated in most of Tamriel's major religions. While the Aedra created Mundus and bound themselves to the world, the Daedra scorned it and remained in formless Oblivion, where they eventually coalesced into a hierarchy. They are ruled by seventeen Daedric Princes, of greater and lesser power, each with their own servants and subjects. They have difficulty entering Mundus, but sometimes find cracks in the world, and are often summoned by mortal mages for knowledge and service.
While not all Daedra are strictly evil, most have low opinion of mortals and think little of harming them. Still, most are not immediately hostile unless they are summoned or are guarding a place or item. The land is dotted with rare Daedric ruins, where the barrier between worlds is thin.
romandubina |
Scamp*
HD 3 (15 HP) DEF 12 ATK 12(1d6+1 claw) MOR 6 MOV 3x
Daedric
Treasure: None
# Appearing: 1(messenger) 1d4+2(party) 2d4+2(swarm)
The weakest and most numerous Daedra, stooped-over, hairy-legged humanoids with sallow skin pulled taught over a catlike face. They are cowardly but cruel creatures, who take pleasure in tormenting anything they outnumber. They will often run in the face of armed opposition, but are dangerous if cornered; the least powerful Daedra can still kill most mortals, and cannot be touched with mundane weapons. They most often serve as messengers for mages or greater Daedra.
Source? |
Flame Atronach*
HD 4 (20 HP) DEF 14 ATK 13(1d8+1 claw, burn) MOR 10 MOV 1.5x
Spells: Destructive Bolt (Fire) 2, Elemental Shield (Fire) 1.
Burn: On a failed Save vs Fire, take 1d6 fire damage until you spend a turn dropping and rolling.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Fire Salts.
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(widfire)
A pulsing flame bound in an iron exoskeleton, flame atronachs are the least of the elemental atronachs. Unlike other Daedra, Atronachs are elemental sentiences chained in service to greater masters. They all bear a strong resent towards both mortals and other Daedra, but have little room for independent action. In addition to serving in Daedric armies as portable flamethrowers, they are the easiest Daedra to summon with strong combat ability, and are often summoned by mages when threatened.
Fury On |
Clannfear
HD 5 (30 HP) DEF 14 ATK 14(1d4 claw/1d4 claw/1d6 bite) MOR 8 MOV .5x # appearing 1d4
Daedric
Treasure: Unless summoned by a mage, 25% recoverable Daedra's Heart.
# Appearing: 1(loner) 1d4+1(pack) 2d4+2(herd)
Fierce lizard-like Daedra, with long toe claws and razor beaks. The sight of their tall crests and the sound of their warbling cries is the stuff of nightmares. They are some of the most common Daedra, hunting in packs, but are very slow. They are fond of mass stealth, surrounding a target and ripping it apart before it can escape. They are little more intelligent than animals, and in a Daedric invasion, they serve as shock troops, released to sow terror among the populace and overrun enemy camps.
MalaAssia |
Hunger✝
HD 6 (30 HP) DEF 14 ATK 15(1d6 tongue(reach)/1d4 claw) MOR 10 MOV 1x
Spells: Armor Eater 3, Paralyze 1.
Daedric
Treasure: Unless summoned by a mage, 25% recoverable Daedra's Heart, 1d6*10gp hidden nearby.
# Appearing: 1(scout) 1d4+1(band) 1d4+3(squadron)
Potent Daedra associated with Prince Boethiah, whose magic can reduce an opponent's armor to rust and shreds. They are often employed as guardians, and are the first Daedra summoned by Expert Conjurers. Their name reflects their chief trait, a perpetual, unfulfilled hunger. They devour the corpses of those they kill, and scavenge whatever they can from lesser predators. They hunger not only for food, but wealth and repute; if you come across a Hunger, they can be assuaged with tribute of jewels and paeans to their fame; but unless you pass quickly, their flesh-hunger will overcome them.
Fury On |
Ogrim
HD 6 (40 HP) DEF 16 ATK 15(1d8+1 stomp, 1d6 charge) MOR 8 MOV
Spells: Heal 2.
Daedric
Treasure: Unless summoned by a mage, 25% recoverable Daedra's Heart.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(squadron)
Hulking, reptilian humanoids, bulging and gluttonous. They are foolish and stupid creatures, but their immense strength and resilience make them dangerous opponents. They mostly follow Prince Malacath, but can be found in the service of other princes as well, and in some rare cases as the enforcers of mages.
Thornspine |
Dremora*
HD 7 (35 HP) DEF 15 ATK 16(1d8+3 weapon) MOR 8 MOV 1.5x
Spells: Shield 2, Reflect 1.
Daedric
Treasure: Unless summoned by a mage, 50% recoverable Daedra's Heart
# Appearing: 1(scout) 1d4+1(band) 1d4+3(squadron) 2d4+3(invasion)
The soldiers of Daedric armies, composing both the infantry and the officers in the conquests of Oblivion. They make and bear Daedric armor and weapons, highly prized by mortals. They could be mistaken for Dunmer, if not for their curling horns and ritual scarring. They are cruel and arrogant beings, convinced of their superiority over mortals; even so, they are often willing to speak with mortals, and deeply concerned with personal honor. There are many stories of Dremora stalled and pacified by quick-witted priests. They rarely appear alone; where one is found, several more are waiting, often with other Daedra in tow. They are highly organized, strategic and intelligent; adding a single Dremora into a group of Daedra makes them dramatically more dangerous.
Holoir? |
Daedroth✝
HD 8 (50 HP) DEF 17 ATK 17(1d8+3 claw and spell) MOR 8 MOV 1x
Spells: Destructive Blast (Fire/Shock/Poison) 2, Shield 2, Heal 1.
Daedric
Treasure: Unless summoned by a mage, 50% recoverable Daedra's Heart.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(rampage)
Some of the most fearsome Daedra, giant crocodile-headed ogres with immense strength and spellcasting power. They are loners by nature, immense egotists who think of their own conquest and power first. They are loathe to collaborate with other Daedroths, and will deign to be near other Daedra only when they are in command. They often pass into Mundus seeking lonely and isolated places to work their sorceries and plot against both mortals and other Daedra. Hunting a lone Daedroth is not recommended for any but the most experienced and best equipped adventurers. If they have gathered other Daedra under them, get an army.
Official concept art by Adam Adamowicz |
Frost Atronach*
HD 8 (40 HP) DEF 15 ATK 17(2d6+2, freeze) MOR 10 MOV 1x
Spells: Destructive Touch (Frost) 3, Elemental Shield (Frost) 2
Freeze: On a failed Save vs Frost, you are overburdened by 4 until you spend a turn shivering.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Frost Salts.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(blizzard)
A walking glacier, jagged iceberg on legs, deep black eyes set in a pyramidal head, looking on the world with disdain and contempt. Frost Atronachs are substantially more powerful than their flaming counterparts, though weaker than Storm Atronachs, of whom they are especially resentful. They are mountainous in stature, but deceptively quick on their feet. In combat, they will charge headfirst towards the enemy to decimate them with crushing icy fists and magical frost. Strangely, these are the most personable of the Atronachs, and though they share their cousins' gloomy outlook, they often accompany greater Daedra as confidantes; they have neither the burning hatred of the Flame nor the mocking arrogance of the Storm, but are still bound to loyal service.
Yen Shu Liao |
Storm Atronach✝
HD 8 (45 HP) DEF 16 ATK 18(2d8+2, electrify) MOR 10 MOV 2x
Spells: Destructive Blast (Shock) 3, Elemental Shield (Shock) 2
Electrify: On a failed Save vs Shock, you cannot cast spells or execute complex actions until you spend a turn regaining your wits.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Void Salts.
# Appearing: 1(loner) 1d4+1(band) 1d4+3(thunderhead)
The most powerful of the elemental Atronachs, Storm Atronachs take a perverse pride in looking down at their cousins, even as they are slaves to greater Daedra. They are a swirling cloud of earth and stone crackling with lightning. They call down thunderbolts upon their foes and dash about the battlefield with incredible speed. Moe than anything, they enjoy exercise of their destructive power. They will declare their names loudly to their victims, and assure themselves of terrible fame. They are unsubtle, showy and self-important, and appealing to these traits will grant one only a moment's reprieve from being fried.
Fury On |
Winged Twilight✝
HD 9 (50 HP) DEF 16 ATK 18(1d4+3 claw/1d8+3 sting) MOR 10 MOV 2x flight
Spells: Elemental Shield (choice) 3, Reflect 2
Sting: Save or endure Agony. For 1d6 rounds, spend your turn writhing on the ground or take 1d6 non-lethal damage.
Daedric
Treasure: Unless summoned by a mage, 50% chance of Void Salts.
# Appearing: 1(loner) 1d4+1(coven) 1d4+3(twilight)
Daedra strongly associated with Prince Azura. Monstrous, blue-skinned, bat-winged and scorpion-tailed women who serve as her messengers and enforcers. They are vicious combatants, but you will find one alone only when she is delivering a message, and she will rarely take the time to combat you unless you trap her. They are Azura's generals, often command Atronachs and Dremora, and in battle will let her soldiers hold you down while she flies across the battlefield, delivers devastating blows, and retreats to the periphery. The Dunmer, who regard Azura as their patron, conceive of Winged Twilights as tempters and testers of her faithful, disguising themselves as old women to entrap the foolish or laud the wise. In particular, Nerevar Moon-and-Star was said to be tested by Twilights since his youth.
Fury On |
Golden Saint
HD 10 (60 HP) DEF 18 ATK 19(2d8+3 weapon) MOR 10 MOV 1.5x glide
Spells: Disple 4, Reflect 3, Elemental Shield (choice) 2
Daedric
Treasure: 50% recoverable Daedra's Heart, one recoverable piece of Daedric equipment.
# Appearing: 1(agent of chaos)
Golden skinned, heavily armed and armored women. These warriors are the exclusive envoys of Sheogorath, Prince of Madness, and widely regarded as the mightiest Daedra. Golden Saints tend to remain in their master's obscure domain, and appear in Mundus only on rare occasions. When they do appear, they do not come as invaders, but as agents of chaos. They may create discord by slaying a noble, spiriting away a criminal, shouting a man's deepest secrets in the town square, giving divisive gifts or telling implausible (yet true) fortunes. It is widely agreed by Conjurers that they do this to entertain their lord. They never appear in Mundus in great numbers or with lesser Daedra, and rarely need to; on the occasion that they wish to slay a creature, they do so with ease.
Daedric Encounters and Situations
A Dremora named Anhaedra has been bound in the shrine at Maar Gan. By the magic of Lord Vivec, he suffers the taunts of pilgrims, and those who are faithful to Vivec are granted a powerful protective shield which he may not pierce. He has been especially irritable lately. The Temple likes to keep him there as a symbol of power, but Prince Mehrunes Dagon will reward you handsomely for slaying Anhaedra and returning him to Oblivion for punishment. You will not have Vivec's protection for this, and Anhaedra will not hold back.
On the road, the party is approached by a Scamp carrying a large pack. This is Lubipich, a petty merchant who can buy some small items, and will push drugs on the party. With subsequent meetings, Lubipich acquires stronger drugs, graduating from undiluted Sujamma to Skooma to raw Moon Sugar, and becomes more forceful in selling them.
A Winged Twilight in disguise approaches the party in the guise of a lovestruck young woman, seeking their help in a plot to entrap a local Temple priest renowned for virtue and restraint. As he passes on his nighttime walk, the party is to pretend to 'abduct' this woman for the priest to 'rescue.' This is not likely to work, but the priest is a potent spellcaster ho may do serious damage to the party.
Yves-Antoine |
An Ogrim named Kremalin has wandered onto Drulene Falen's hut west of Aldruhn, driven her from her home and has spent the last week drinking all her Sujamma and eating her entire herd of Guar. The Ogrim is drunk enough to believe anything you tell him authoritatively (even that he can fly if he just jumps off that cliff there) but is lazy and is running out of food and drink.
A family tomb near a rural town has been invaded by a Hunger, and each warrior sent in to defeat it has returned humiliated, with his valuables stolen and armor disintegrated. Never send in civilians when professionals (or reckless amateurs, as the case may be) are at hand. The Hunger might be willing to fake evidence of its demise if the party steals offerings from sanctified burials it can't touch, but they will be disturbing various undead and the locals will realize the deception in a few days.
As the party camps, a Golden Saint in the guise of a pilgrim appears, with the intent of causing maximum chaos without revealing herself. She will poison the stew, reveal party secrets, steal small items, and so on. The next day, the actual pilgrim she was disguised as will approach the party. Any stolen items will be on them, but they have no idea why the party is so hostile to them. The Golden Saint is nearby, laughing her ass off.
A powerful wizard was killed last week in Tel Aruhn, and with his last spell summoned a Scamp to warn a relative of his attackers' identity. With the wizard's death, the scamp remained in Mundus without heeding its orders, and has spent the last week running around the town, defacing buildings, excreting in stewpots and screaming conspiracy theories and accusing everybody in sight of being the killer. The relative will pay handsomely for someone to capture and interrogate it. Nobody wants to kill it, lest they be thought of as the killer. The actual killers have been trying to kill or dispel the Scamp subtly, and have so far failed.
As part of a bet with Sheogorath, Azura sent a priestess of hers to live in isolation and silence for one-hundred years. Sheogorath has grown tired of waiting, and send Daedra to the island northwest of Dagon Fel to make a horrible noise and disturbance until the priestess goes insane. Azura will reward you greatly for diverting these Daedra without bothering her priestess, Rayna Drolan. The Daedra include a troupe of scamps, one of each type of Atronach, a Hunger, an Ogrim and a Golden Saint, who will tolerate your presence so long as you also make lots of noise and shout disgusting comments at the hut.