Morrowind Creatures

 

Contents:

Morrowind Creatures

Tribunal Creatures

Bloodmoon Creatures

Tribunal Gods

 

Outside towns life in Morrowind doesn't end; there are a lot of wild animals, humanoid, undead, magical and even mechanical creatures.

On this page I tried to systematize all these creatures, with the exception of named and diseased ones. Tribunal gods are also referred to as "creatures" in TES Construction Set, but they are more like NPCs. I've added them to a separate table in the end of this page.

Only animals can be diseased or blighted, and they are quite frequent in Morrowind so make sure you have cure potions or scrolls while travelling. Blighted animals are much stronger than ordinary and have about 3 times more hitpoints.

Most common creatures appear in the game randomly according to player's level, so you won't encounter powerful monsters on early levels unless you come to specific places like daedric shrines, Sixth House caves and main quest locations.

In Soul/Magic/Abilities (combined to save space) Weapons = Immune to normal weapons. Immunities/resistances/weaknesses are not shown. Attack numbers in parentheses mean that the creature is not aggressive and will not attack first.

Note: this page contains spoilers.

 

Morrowind Creatures

 

Name

Level

Hit Points

Attack

Soul/Magic/Special

Habitat

Description

Wildlife

Guar

3

38

(1-9)

20/No

The guar is the dominant domesticated herd animal of Morrowind.

Wild Guar

3

38

1-9

20/No

Everywhere in Vvardenfell

The wild form of the common, domesticated Guar which is known to be aggressive.

Alit

3

30

1-9

20/No

Everywhere in Vvardenfell

Tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell.

Kagouti

4

45

4-12

20/No

Everywhere in Vvardenfell

Large, aggressive, dangerous, short-tailed creature with huge tusks.

Nix-Hound

2

23

1-6

10/No

Everywhere in Vvardenfell

Medium-sized, aggressive pack predator.

Mudcrab

1

15

1-1

5/No

Along the coast

Large, edible crab found in marine, coastal, and cavern environments.

Rat

2

23

1-2

10/No

Everywhere

Hardy, abundant hunter-scavenger, found on the land surface and in underground environments.

Cave Rat

3

23

1-10

10/No

Usually found in caves

Subterranean variety of common rat, more aggressive.

Shalk

6

38

6-18

30/Firebite

Ash wastes

Large, moderately aggressive beetle.

Kwama

Kwama Forager

2

23

1-3

15/No

Everywhere in Vvardenfell

Scouts searching for suitable locations for new colonies.

Kwama Worker

2

23

(1-3)

15/No

Egg mines

Digs the colony's tunnels and chambers and tends the queen and the eggs.

Kwama Warrior

3

45

3-9

20/Poison

Defends the kwama colony's tunnels and chambers.

Kwama Queen

6

68

6-18

30/No

Huge, bloated kwama that produces the nest's eggs.

Scrib

1

8

(1-2)

10/Paralysis

Everywhere in Vvardenfell

Late larval form of the kwama.

Flying & Swimming

Betty Netch

10

113

(10-30)

75/No

Near the coast

Large hovering beast, supported by internal sacks of magical vapors.

Bull Netch

4

45

(4-12)

50/Poisonbloom

Huge beast that hovers in the air, supported by internal sacks of magical vapors.

Cliffracer

4

45

3-8

20/No

Everywhere in Vvardenfell

Aggressive flying creature with a large vertical sail along its spine.

Dreugh

5

60

5-15

75/No

In the water along the coast

Ancient sea monsters, half-human, half-octopus in appearance.

Slaughterfish

2

23

1-6

10/No

Aggressive creature found both in open waters and subterranean pools.

Small Slaughterfish

2

15

1-5

10/No

Smaller form of common Slaughterfish.

Undead

Ancestor Ghost

1

23

1-5

100/Curse/Weapons

Ancestral tombs throughout Morrowind; can be summoned.

Defend the tombs of clan and kin, but may also be summoned by sorcerers.

Ancestor Guardian

4

220

1-10

280/No

Similar to Ancestor Ghosts but more powerful.

Skeleton

3

38

1-9

30/No

Revenant that protects the tombs of clan.

Skeleton Warrior

7

80

7-21

30/No

Armed and skilled Skeleton.

Skeleton Archer

3

38

3-9

30/No

Ordinary Skeleton with bow and arrows.

Skeleton Champion

10

150

10-30

200/No

Powerful Skeleton that has notable combat skills.

Bonelord

8

90

8-24

100/Curse,Barrier/Weapons

Dangerous undead revenant that protects ancestral tombs.

Bonewalker

4

60

4-12

75/Curse/Diseased

Ancestral revenant that guards Dunmer burial sites, and which may be summoned.

Lesser Bonewalker

3

45

1-10

65/Curse

Smaller form of Bonewalker.

Greater Bonewalker

7

100

5-15

75/Curse/Diseased

Larger form of Bonewalker, tough and aggressive; using dangerous curses.

Daedra

Flame Atronach

7

75

7-21

105/Firebloom/Weapons

Daedric ruins; summoned by spellcasters

Daedric summoning associated with elemental fire.

Storm Atronach

15

200

15-45

150/Shockbloom/Weapons

Daedric summoning associated with elemental lightning, the most powerful of all Atronachs.

Frost Atronach

9

105

9-27

138/Frostbloom/Weapons

Daedric summoning associated with elemental frost.

Daedroth

12

180

12-36

195/Shockbloom,Poisonbloom,Barrier,Regenerate/Weapons

Daedric ruins; summoned by powerful spellcasters

Crocodile-headed Daedric minion of the Daedra Lord Molag Bal. Powerful spellcasters.

Scamp

5

45

5-15

100/Weapons

Weak, cowardly servant of Mehrunes Dagon.

Hunger

11

170

11-33

250/Disintegrate,Paralysis/Weapons

One of the many voracious servants of the Daedra Lord Boethiah.

Clannfear

7

113

6-18

100/No

Fierce, green, lizardlike bipedal Daedric summoning.

Dremora

9

160

9-27

100/Barrier/Weapons

Intelligent, powerful war spirit in the service of the Daedra Lord Mehrunes Dagon.

Dremora Lord

12

280

12-36

200/Barrier,Fire Storm/Weapons

Lord of Dremora, powerful both in melee combat and in spellcasting.

Ogrim Titan

15

220

25-40

70/Regenerate/Weapons

Red Mountain

Large Ogrim guarding passages to Red Mountain.

Ogrim

11

170

11-33

70/Regenerate/Weapons

Molag Mar, Grazelands, Daedric ruins; summoned by powerful spellcasters

Massive, powerful, dimly intelligent servant of the Daedra Lord Malacath.

Golden Saint

20

250

20-60

400/Dispel,Shock Shield/Weapons

Magical winged females are spawn of Sheogorath; they are the most powerful of all Daedra creatures.

Winged Twilight

15

220

15-45

300/No

Female-formed Daedric messengers of the Daedra Lord Azura

6th House

Corprus Stalker

5

60

5-15

100/Regenerate

6th House caves, Corprusarium

Deranged and deformed victims of the dreaded Corprus disease.

Lame Corprus

8

90

8-24

160/Regenerate/Blight

Ash Slave

5

60

5-15

100/Spark,Earwig,Barrier/Blighted

Red Mountain, 6th House caves

Human turned into a deranged beast.

Ash Zombie

8

90

1-20

100/No

Human transformed by dark magic of Dagoth Ur.

Ash Ghoul

15

220

15-45

250/Spark,Earwig,Barrier/Blighted

A half-human, half-beast creature.

Ash Vampire

30

400

20-50

360/Many deadly spells/Blighted

A very powerful creature created by the dark magic of Dagoth Ur.

Dagoth

30

300

20-50

360/Many deadly spells/Blighted

Priests of the lost Sixth House which come in a large variety of looks and skills.

Ascended Sleeper

25

300

25-75

400/Paralysis,Fire Storm,Frost Storm,Shockball/Blighted

Deep in 6th House caves

Distorted half-human, half-beast abominations created through magic and usually associated with Dagoth Ur.

Dwemer

Centurion Spider

3

38

1-9

0/No

Dwemer ruins

Dwemers disappeared from Tamriel long ago, but their mechanical guardians still lurk in their ancient dwellings.

Centurion Sphere

5

75

5-15

0/No

Steam Centurion

10

150

10-30

0/No

Dwarven Spectre

5

60

5-15

200/Curse/Weapons

Ghosts of Ancient Dwemer.

 

 

Tribunal Creatures

 

Name

Level

Hit Points

Attack

Soul/Magic/Special

Habitat

Description

Wildlife

Wild Durzog

10

175

10-35

50/No

Old Mournhold

Goblins handle these dreadful creatures for their meat and sharp teeth.

War Durzog

15

450

20-45

100/No

Goblins

Goblin

7

80

6-18

100/Regenerate

Old Mournhold

"Miserable, horrid creatures. They're vile and viscious." - Fedris Hler.

Goblin Footsoldier

13

200

10-30

120/No

Goblin Handler

20

250

20-50

100/Regenerate/Weapons

Goblin Bruiser

20

250

20-50

200/Regenerate/Weapons

Goblin Officer

25

300

20-50

300/Regenerate,Firebloom

Dwemer

Advanced Steam Centurion

20

400

30-60

0/No

Bamz-Amschend

Advanced Dwemer guards of the ancient city below Mournhold.

Centurion Archer

10

300

10

0/No

Undead

Lich

20

280

20-50

300/Shockball,Curse

Old Mournhold

Powerful Undead with extensive magic capabilities.

Fabricants

Hulking Fabricant

30

500

35-80

165/Regenerate

Sotha Sil

Dangerous mechanical creations of Sotha Sil.

Veminous Fabricant

10

300

20-50

0/No

Imperfect

80

2000

60-75

165/Shock

One of the most powerful foes you'll encounter during gameplay.

 

 

Bloodmoon Creatures

 

Name

Level

Hit Points

Attack

Soul/Magic/Special

Habitat

Description

Wildlife

Grissly Bear

10

150

9-18

100/Regenerate

All over Solstheim

Common wild animals. They're vicious fighters, and some are known to be diseased.

Snow Bear

10

300

20-50

100/Frostbite,Snowshield

Hirstaang Forest

Larger than normal bears, and have thick white fur that protects them against the frost.

Tusked Bristleback

15

300

9-33

150/No

All over Solstheim

The Tusked Bristleback is a type of boar native to Solstheim

Horker

5

100

1-12

80/No

Solstheim coasts

Strong swimmers and fierce fighters, on land and in the sea.

Wolf

5

60

1-15

50/No

All over Solstheim

Fast and agile, careful and clever hunters. Sometimes travel in packs.

Snow Wolf

10

200

10-30

50/Frostbite,Snowshield

Moesring Mountains

Larger, more elusive cousins of Solstheim's common wolves.

Other Creatures

Spirit Bear

25

750

20-50

50/No

Unknown

Bear conjured by Totem of Claw and Fang. Its heart is required to complete Ristaag.

Spriggan

20

200

12-44

350/Regenerate

Forests of Solstheim

Tree spirits of Solstheim, dangerous fighters. Resurrect after death.

Draugr

20

300

7-25

300/Curse,Regenerate

Burial barrows and caves

Former Nord warriors cursed with undeath, doomed to search for human flesh.

Fearsome Grahl

50

50

15-30

50/Icy Blood

Somewhere in Solstheim

True nature of Grahl is unclear. But their fighting skills are quite obvious.

Deadly Grahl

20

600

20-50

300/Regenerate

Lightkeeper Grahl

1

700

40-95

100/Icy Blood

The Udyrfrykte

11

1000

5-50

250/Immunities

Lair of Udyrfrykte

Legendary ancient monster with a taste for human flesh.

Karstaag

40

1500

80-125

100/Icy Blood

Ancient frost giant living in a castle in the northwest of Solstheim.

Rieklings

Riekling

10

100

1-5

100/No

Solstheim wilderness and ice caves

Cunning little beasts, intelligent, some even capable of speech.

Riekling Raider

20

400

8-35

150/Regenerate,Reflect

Rieklings riding a Tusked Bristleback, fierce fighters.

Undead

Bonewolf

10

88

8-12

50/Regenerate

Solstheim burial barrows and caves

Undead Wolves brought into existence by black magic.

Greater Skeleton Champion

20

300

20-40

200/No

Nord burial barrows

Powerful Skeleton guarding Nordic tombs.

Skeleton Pirate

25

200

10-30

200/No

Solstheim caves

Powerful Skeletons guarding Pirate treasures.

Skeleton Pirate Captain

35

300

10-30

200/No

Daedra

Hircine

100

50

1-5

50/No

Daedra Lord Hircine

Hircine's Aspect of Guile

100

1850

85-120

100/Paralyze,Resistances

Hircine's Aspect of Speed

100

1850

80-95

100/Resistances

Hircine's Aspect of Strength

100

2000

100-140

100/Resistances

 

 

Tribunal Gods

 

Name

Level

Hit Points

Attack

Soul/Magic/Special

Habitat

Description

Almalexia

100

3000

100

1500/Regenerate,Almalexia's Wrath,Immunities,Resistances

Mournhold Temple

Healing Mother, the source of compassion and sympathy, and protector of the poor and weak.

Vivec

100

3000

100-400

1000/Hand of Vivec,Wrath of Vivec,Divine Abilities

Vivec, Palace of Vivec

Lover of both words and deeds, and a master of weapons and poetry.

 

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