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Daggerfall:Bestiary

This article provides an overview of the creatures in Daggerfall.

  • 'Higher levels' generally refers to level 14 (at least) and higher. However it is possible to encounter the dangerous foes already at level 6.
  • All monsters of a kind have the same level throughout the game, in plain language, a giant rat is always at level 1 and an Ancient Lich is always at level 21. Except for selecting the random dungeon inhabitants, the level of an enemy is only relevant if it is a spellcaster, since magnitude, chance and duration of spells are determined by the level of its caster.
  • The skills of an enemy also depend on its level. The value of any skill will always be five times the enemy's level plus a starting value of 30. For example, a level 20 enemy or higher has all skills at 100, a rat all skills at 35. For non-humanoid adversaries the skills in the six magical schools can never surpass 80.
  • The fighting strategies contain recommendations based on Daggerfall gamers' personal experiences. In general, spell reflection/resistance/absorption are very useful in fighting any monster which casts spells. It would be worth your while to invest in spells or items which can cast them.
  • If there is a certain material needed to hurt a monster, weapons of lower quality will not do any harm to the monster, even in case they are enchanted. When it comes to weapons, only the material is crucial, not whether it is an enchanted weapon (unlike in Morrowind or Oblivion).
  • Humanoid enemies and some monsters are associated with a language skill which may prevent them from attacking you unless provoked (attacked or pickpocketed) in case your own skill in this language is sufficient.
    The chance to tame these enemies can be calculated according to these formulas:
    Monsters:
    (player's language skill + (player's personality ÷ 10) + weapon status) ÷ 200
    Humanoids:
    ( (player's personality ÷ 5) + (player's etiquette skill ÷ 10) + weapon status ) ÷ 200
    • Weapon status: +10 sheathed, -25 drawn
  • The sound file contains the monster's characteristic noise. Very often a monster can be heard long before it can be seen, so recognizing the sounds can prepare you for what awaits you in a dark dungeon. It will also make the task of finding your quest target a lot easier.
  • For an overview where a specific foe may be encountered, look here.

Animals

Animals do not carry any treasure, though you may still retrieve arrows from their corpses. No special materials are required to harm animals.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Giant Bat Giant Bat Sound 12-26 6 2-12 Level:3
Spellpoints:0
Str:50 Int:40 Wil:60 Agi:70 End:55 Per:40 Spd:70 Lck:50
5% chance per hit of catching a disease.
Can be hit with any material.
Melee attack can quickly dispatch these beasts although those afraid of catching a disease can use arrows or spells.
Giant Rat ¹ ² Giant Rat Sound 9-16 6 1-4 Level:1
Spellpoints:0
Str:40 Int:10 Wil:70 Agi:80 End:55 Per:50 Spd:45 Lck:50
5% chance per hit of catching a disease.
Can be hit with any material.
Immune to poison and disease.
Higher levels can quickly dispatch with one swing, but lower levels may wish to use ranged weapons to avoid disease.
Grizzly Bear Grizzly Bear Sound 13-34 6 1-10 Level:4
Spellpoints:0
Str:90 Int:10 Wil:30 Agi:70 End:95 Per:50 Spd:70 Lck:50
Can be hit with any material. Melee attack.
Sabertooth Tiger Sabertooth Tiger Sound 13-34 6 1-15 Level:4
Spellpoints:0
Str:90 Int:60 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50
Can be hit with any material. Melee attack.
Spider Giant Spider Sound 13-34 5 5-15 Level:4
Spellpoints:0
Str:50 Int:10 Wil:30 Agi:80 End:75 Per:50 Spd:70 Lck:50
Can paralyze.
Can be hit with any material
Without immunity to paralysis, ranged attack is preferable (especially at lower levels).
Quickly dispatched at higher levels in a melee attack.
Giant Scorpion Giant Scorpion Sound 18-74 0 15-25 Level:12
Spellpoints:0
Str:120 Int:10 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50
Can paralyze.
Can be hit with any material.
Without immunity to paralysis, ranged attack is preferable (especially at lower levels).
Quickly dispatched at higher levels in a melee attack.
Slaughterfish (Giant Eel) Slaughterfish Sound 15-50 6 2-12 Level:7
Spellpoints:0
Str:70 Int:50 Wil:80 Agi:80 End:95 Per:50 Spd:70 Lck:50
Only found underwater.
Can be hit with any material.
Melee attack. Larger and more eel-like than the slaughterfish found in Morrowind,Oblivion and Skyrim.

Monsters

Monsters are fantastic creatures with various magical abilities, ranging from magical attacks to various magical resistances, and may require special materials to harm. Some have an associated language skill. Also, unlike animals, you can usually find some treasure on them.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Centaur * Centaur Sound 14-46 6 5-15
or by Weapon
Level:5
Spellpoints:0
Str:80 Int:80 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50
Can be hit with any material.
Resistance to magic.
Melee attack
Dragonling * Dragonling Sound 14-42 6 5-15 Level:16
Spellpoints:0
Str:61 Int:93 Wil:80 Agi:80 End:95 Per:62 Spd:70 Lck:60
Can be hit with any material.
Resistance to magic.
Immune to paralysis, poison and disease.
Regenerates HP in darkness.
Adrenaline rush.
Bonus to hit humanoids.
Low tolerance to frost.
Takes damage in holy places.
Melee attack is best, beware the fiery breath for it is not a spell. It is heavily armored and can take a lot of hits, carries no treasure.
Dreugh Dreugh Sound 13-34 6 5-15 Level:16
Spellpoints:0
Str:71 Int:84 Wil:80 Agi:80 End:95 Per:62 Spd:70 Lck:60
Only found underwater.
Can be hit with any material.
Immune to paralysis, poison and disease.
Resistance to magic.
Regenerates HP in darkness.
Regenerates HP while immersed in water.
Adrenaline rush.
Bonus to hit humanoids.
Low tolerance to frost.
Takes damage in holy places.
Melee attack is quickest. One will notice this Water Dreugh is "less chitinous" than the one in Morrowind, to say nothing of Oblivion's Land Dreughs. An interesting evolution in the games from "human/octopus" hybrid to "humanoid crab".
Gargoyle Gargoyle Sound 19-82 0 10-15 Level:17
Spellpoints:0
Str:90 Int:10 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50
Can be hit with mithril and better.
Resistance to magic.
Melee attack, carries no treasure.
Giant * Giant Sound 18-74 3 10-30 Level:10
Spellpoints:0
Str:110 Int:40 Wil:50 Agi:70 End:75 Per:40 Spd:60 Lck:50
Can be hit with any material. Melee attack is quickest.
Harpy * Harpy Sound 16-58 2 2-15 Level:8
Spellpoints:0
Str:70 Int:50 Wil:30 Agi:80 End:55 Per:50 Spd:70 Lck:50
Can be hit with dwarven or better. Melee attack.
Imp * + Imp Sound 11-18 3 2-15 Level:2
Spellpoints:120
Str:40 Int:65 Wil:70 Agi:80 End:55 Per:50 Spd:70 Lck:50
Casts:
Chameleon
Wizard's Fire
Toxic Cloud

Can be hit with steel or better.

Kill as quickly as possible, especially at low levels.
Spell reflection/resistance/absorption is helpful.
Lamia Lamia Sound 16-58 6 5-15 Level:16
Spellpoints:0
Str:75 Int:84 Wil:80 Agi:85 End:95 Per:62 Spd:65 Lck:70
Only found underwater.
Can be hit by any material.
Drains 2 fatigue points per 1 point of health damage.
Immune to paralysis, poison and disease.

Resistance to magic.
Regenerates HP in darkness.
Regenerates HP while immersed in water.
Adrenaline rush.
Bonus to hit humanoids.
Low tolerance to frost.
Takes damage in holy places.

Ranged weapons avoid draining of fatigue.
Nymph ¹ ² * Nymph Sound 15-50 0 1-5 Level:6
Spellpoints:0
Str:40 Int:70 Wil:60 Agi:80 End:55 Per:60 Spd:70 Lck:50
Can be hit with elven or better.
Drains 2 fatigue points per 1 point of health damage.
Resistance to paralysis and poison.
Nymphs can be easily dispatched with a melee attack.
Spriggan * Spriggan Sound 12-26 -4 1-10 Level:3
Spellpoints:0
Str:80 Int:50 Wil:30 Agi:50 End:75 Per:50 Spd:40 Lck:50
Can be hit with any material. Almost impossible to hit with arrows Melee attack. Spriggans in the Bloodmoon expansion to Morrowind and the Spriggans in Oblivion have a different look, closer to traditional dryads.

Humanoids

Other humanoid foes can be encountered throughout the Iliac Bay. They always have the same level as the player and they can be fairly dangerous at higher levels. If the player's character rises in level during a quest or while in a dungeon, humanoid foes that are already set-up, be it as quest adversaries or as dungeon inhabitants, will not rise in level. They will remain on the same level the player was when he accepted the quest e.g. entered the dungeon. Like orcs, they carry equipment and fall into three categories:

  • Warriors: Heavily armored, use ranged attacks.
  • Mages: Cast spells. Spell reflection/resistance/absorption advised.
  • Thieves: Lightly armored. Often attack rapidly, use ranged attacks.
Name Appearance Sound HP AC DMG Abilities Fighting Strategies
Acrobat (none) Can be hit with any material.
Athleticism and Adrenaline rush.
Only encountered during a certain quest.
Archer (none) Can be hit with any material. Found in certain dungeons.
Favors ranged attacks.
Assassin (none) Can be hit with any material.
Bonus to hit humanoids.
Found in certain dungeons.
Barbarian (none) Can be hit with any material.
Immune to poison.
Found in certain dungeons.
Bard (none) Can be hit with any material. Found in certain dungeons.
Burglar (none) Can be hit with any material. Found in certain dungeons
Battlemage (none) Spellcaster

Can be hit with any material.

Found in certain dungeons.
Usually favors close combat spells.
Spell reflection/resistance/absorption advised.
Guard Guard (none) Can be hit with any material. Found (friendly) wandering towns, may be spoken with as with ordinary townspeople.
Additional ones spawn whenever you're wanted by the law.
When hostile, they will turn into Knight class enemies while retaining the original 3D model.
Healer (none) Spellcaster

Can be hit with any material.
Rapid healing (general).

Found in certain dungeons.
Knight (none) Can be hit with any material.
Immune to paralysis.
Found in certain dungeons.
Mage (none) Spellcaster

Can be hit with any material.

Found in certain dungeons.
Ranged attack avoids annoying damage spells encountered in melee.
Spell reflection/resistance/absorption advised.
Monk (none) Can be hit with any material.
Resistance to shock and magic.
Found in certain dungeons.
Nightblade (none) Spellcaster

Can be hit with any material.

Found in certain dungeons.
Casts spells. Spell reflection/resistance/absorption advised.
Ranger (none) Can be hit with any material. Found in certain dungeons.
Rogue (none) Can be hit with any material. Found in certain dungeons.
Sorcerer (none) Can be hit with any material.
Spell absorption.
Found in certain dungeons.
They don't have initial magicka; thus they act like warriors.
Strangely the have no spells although they can absorb magicka.
Spellsword (none) Spellcaster

Can be hit with any material.

Found in certain dungeons.
Spell reflection/resistance/absorption advised.
Thief ThiefThief (none) Can be hit with any material. Found in certain dungeons.
Warrior (none) Can be hit with any material. Found in certain dungeons.

Spells humanoid spellcasters can use

The following table shows the spells that are used by humanoid spellcasters. These spells depend on the level of the spellcaster and as it was already mentioned above, humanoid foes have always the same level as the player's character. It must be noted, that all spellcasters cast the same spells, regardless to which class they belong.

Level 1 - 2 3 - 5 6 - 8 9 - 11 12 - 14 15 - 17 18 and higher
Spells

Ice Bolt
Ice Storm

Lightning
Silence
Spell Shield

Fire Storm
Invisibility
Lightning
Spell Shield
Wizard's Fire

Paralysis
Shock

Balyna's Antidote
Energy Leech
Fireball
Free Action
Shock

Balyna's Antidote
Fireball
Free Action
Shock
Wizard Rend

Balyna's Antidote
Fireball
Free Action
Lightning
Shock
Toxic Cloud
Wizard Rend

The total amount of spellpoints any enemy, including monsters, has available is calculated as follows:

100 + (Enemy's level × 10)

Orcs

Hailing from Orsinium, these warriors can be found across the Iliac Bay. Like humanoids, their spoils include a good deal of equipment.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Orc ¹ * Orc Sound 13-34 7 1-6
or by Weapon
Level:5
Spellpoints:0
Str:90 Int:40 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50
Can be hit with any material.
Resistance to disease.
Athleticism
Rapid healing in darkness.
Melee attack.
Orc Sergeant ¹ ² * Orc Sergeant Sound 15-50 5 5-15
or by Weapon
Level:7
Spellpoints:0
Str:90 Int:50 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50
Can be hit with any material. Melee attack.
Orc Shaman ¹ ² * Orc Shaman Sound 18-74 7 2-20
or by Weapon
Level:13
Spellpoints:230
Str:90 Int:70 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50
Casts:
Fire Storm
Invisibility
Lightning
Spell Shield
Wizard's Fire

Can be hit with any material.

Ranged attack avoids annoying damage spells encountered in melee.
Spell reflection/resistance/absorption advised.
Orc Warlord ¹ ² * Orc warlord Sound 20-90 0 5-50
or by Weapon
Level:16
Spellpoints:0
Str:100 Int:70 Wil:80 Agi:50 End:75 Per:50 Spd:50 Lck:50
Can be hit with any material. Melee attack at higher levels, ranged at lower.

Lycanthropes

Lycanthropes seen in the Iliac Bay area are all either werewolves or wereboars. At least silver is needed to harm them, though they're not exceptionally dangerous (compared to werewolves in Bloodmoon) and carry no treasure. However, be advised that there is a risk of contracting lycanthropy from combat.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Wereboar Wereboar Sound 17-66 3 2-15 Level:8
Spellpoints:0
Str:80 Int:10 Wil:40 Agi:70 End:75 Per:40 Spd:70 Lck:50
0.6% Chance per hit of contracting Lycanthropy.
Can be hit with silver or better.
Adrenaline rush
If you don't wish to become a wereboar, ranged weapons are preferable.
Higher levels can dispatch quickly with melee attack.
Werewolf Werewolf Sound 14-46 5 1-12 Level:6
Spellpoints:0
Str:100 Int:20 Wil:40 Agi:80 End:65 Per:30 Spd:85 Lck:50
0.6% Chance per hit of contracting Lycanthropy.
Can be hit with silver or better.
Adrenaline rush
If you don't wish to become a werewolf, ranged weapons are preferable.
Higher levels can dispatch quickly with melee attack.

Atronachs

Unlike in Morrowind and Oblivion, the atronachs in Daggerfall are not daedra, but rather constructs created by mages in the Iliac Bay area. Though they can be hit by any material, they're tied to a certain element. Lastly, they carry no treasure. Ice Atronachs can also be found underwater.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Fire Atronach (Golem) Fire Atronach Sound 25-130 6 5-15 Level:16
Spellpoints:0
Str:130 Int:78 Wil:80 Agi:90 End:95 Per:100 Spd:60 Lck:50
Damage Aura (1-6).
Fire based spells heal it.
Can be hit with any material.
Immune to paralysis, poison, fire and disease.
Low tolerance to frost.
Adrenaline rush.
Takes damage in holy places.
Regenerates HP in darkness.
Bonus to hit humanoids.
Some people may never experience this 'damage aura' so you can usually use a melee attack.
Lower levels wishing to avoid melee may use cold based spells.
These should not be confused with Fire Daedra, nor with Flame Atronachs from Morrowind and Oblivion.
Flesh Atronach (Golem) Flesh Atronach Sound 25-130 6 5-15 Level:16
Spellpoints:0
Str:125 Int:78 Wil:80 Agi:90 End:95 Per:69 Spd:61 Lck:55
Damage Aura(1-10)
Poison based spells heal it.
Can be hit with any material.
Immune to paralysis, poison and disease.

Low tolerance to poison (although it is immune to poison?!)
Adrenaline rush.
Takes damage in holy places.
Regenerates HP in darkness.
Bonus to hit humanoids.

Some people may never experience this 'damage aura'[verification needed — Could someone check if this actually works or not?] so you can usually use a melee attack.
Lower levels wishing to avoid melee may use electricity based spells.
These should not be confused with zombies, nor with daedra such as the Atronachs in Morrowind and Oblivion.
Ice Atronach (Golem) Ice Atronach Sound 25-130 6 5-15 Level:16
Spellpoints:0
Str:150 Int:78 Wil:80 Agi:90 End:95 Per:69 Spd:65 Lck:60
Damage Aura(2-12).
Cold based spells heal it.
Can be hit with any material.
Immune to paralysis, poison, frost and disease.
Low tolerance to fire.
Adrenaline rush.
Takes damage in holy places.
Regenerates HP in darkness.
Bonus to hit humanoids.
Some people may never experience this 'damage aura'[verification needed — Could someone check if this actually works or not?] so you can usually use a melee attack.
Lower levels wishing to avoid melee may use fire based spells.
These should not be confused with Frost Daedra nor with Frost Atronachs from Morrowind and Oblivion.
Iron Atronach (Golem) Iron Atronach Sound 25-130 6 5-15 Level:16
Spellpoints:0
Str:140 Int:78 Wil:80 Agi:90 End:95 Per:100 Spd:55 Lck:50
Damage Aura(1-8)
Electricity based spells heal.
Can be hit with any material.
Immune to paralysis, poison, shock and disease.
Low tolerance to magic.
Adrenaline rush.
Takes damage in holy places.
Regenerates HP in darkness.
Bonus to hit humanoids.
Some people may never experience this 'damage aura'[verification needed — Could someone check if this actually works or not?] so you can usually use a melee attack.
Lower levels wishing to avoid melee may use poison based spells.
These should not be confused Dwemer Centurions as found in Redguard and Morrowind, nor with Sotha Sil's Fabricants from the Tribunal expansion to Morrowind.
Name Note
Air Atronach These monsters don't actually exist in the game, although you can find their souls in Soul Gems. Most likely the names of the four atronachs were changed at some point in the development process and some names were forgotten and left as they were.
Earth Atronach
Water Atronach

Undead

Undead creatures consist of spirits, reanimated skeletons, reanimated corpses, and vampires. They're a recurring menace in dungeons, and some can be very dangerous. Most undead are able to detect invisible foes. Ghosts, Skeleton Warriors, Wraiths and Zombies are also often found underwater.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Ancient Lich ¹ ² Ancient Lich Sound 30-170 -12 70-100 Level:21
Spellpoints:310
Str:110 Int:200 Wil:95 Agi:90 End:95 Per:50 Spd:100 Lck:50
Casts:
Balyna's Antidote
Fireball
Free Action
Lightning
Shock
Toxic Cloud
Wizard Rend

Can be hit with mithril or better

One of the most dangerous monsters in the game where spell reflection/resistance/absorption is a definite must. It can easily kill you if you aren't prepared. Probably best attacked with ranged weapons or have plenty of heals although beware ranged attacks. It sometimes uses area affect damage spells too close and harms or kills itself.
Ghost ¹ ² Ghost Sound 17-66 0 10-35 Level:11
Spellpoints:210
Str:100 Int:65 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50
Casts:
Wizard Rend

Can be hit with silver and better.

Best attacked from a distance or melee with spell reflection/resistance/absorption.
Lich ¹ ² + Lich Sound 30-170 -10 70-100 Level:20
Spellpoints:300
Str:80 Int:120 Wil:95 Agi:90 End:95 Per:58 Spd:80 Lck:50
Casts:
Balyna's Antidote
Fireball
Free Action
Shock
Wizard Rend

Can be hit with mithril or better.

One of those monsters where spell reflection/resistance/absorption is a definite must.
It can easily kill you if you aren't prepared.
Probably best attacked with ranged weapons or have plenty of healing potions and spells.
It sometimes uses area affect damage spells too close and harms or kills itself.
Mummy Mummy Sound 17-66 2 5-15 Level:11
Spellpoints:0
Str:100 Int:40 Wil:30 Agi:80 End:95 Per:50 Spd:70 Lck:50
5% Chance per hit of catching a bad disease.
Can be hit with silver or better.
Immune to disease.
Best attacked with ranged weapons to avoid disease.
Skeleton Warrior ¹ ² + Skeleton Warrior Sound 17-66 2 5-15 Level:9
Spellpoints:0
Str:50 Int:65 Wil:40 Agi:80 End:55 Per:50 Spd:70 Lck:50
2% Chance per hit of catching a bad disease.
Edged weapons only do half damage.
Can be hit with any material.
Melee attack with blunt weapons (flail, hammer, mace and staff).
Vampire + Vampire Sound 28-154 -2 20-50 Level:19
Spellpoints:290
Str:100 Int:90 Wil:80 Agi:100 End:95 Per:100 Spd:100 Lck:50
Casts:
Sleep

2% Chance per hit of catching a disease.
0.6% Chance per hit of becoming a vampire.
Can be hit with silver or better.
Immune to poison and disease.
Takes damage from sunlight and in holy places.
Bonus to hit humanoids.
Spell reflection/resistance/absorption and ranged weapons.
Avoid melee except at higher levels.
Vampire Ancient + Vampire Ancient Sound 30-170 -5 20-60 Level:20
Spellpoints:300
Str:120 Int:90 Wil:80 Agi:90 End:95 Per:100 Spd:120 Lck:50
Casts:
Paralysis
Shock

2% Chance per hit of catching a disease.
0.6% Chance per hit of becoming a vampire.
Can be hit with mithril or better.
Immune to paralysis, poison and disease.
Adrenaline rush.
Regenerates HP in darkness.
Takes damage in holy places.
Bonus to hit humanoids.

Probably the most dangerous foe in the game for two reasons:
  • Unlike Ancient Liches and Daedra Lords he appears very frequently at higher levels.
  • Unlike Ancient Liches and Daedra Lords he has no ranged spells and therefore can't blast himself into obivion with his own attacks.

Spell reflection is a life saver, but shock or magic resistance helps also greatly and plenty of healing spells are recommended, provided one has the chance to use them.
Ranged weapons are almost useless since he is very fast and before the player has reloaded his weapon, he is within close-combat range. Spell absorption helps also less, unless one has a lot of empty magicka which can be restored by the shock spells, and these attacks are quite powerful. Players with a capacity of at most 50 magicka will probably not absorb even a single shock spell before it causes damage.
On the other hand if one has a powerful reflect spell, he will kill himself easily with his own shock attacks. And although he is immune to paralysis, he can be paralyzed if his own spell is refelcted back at him, making him an easy target.

Wraith ¹ ² + Wraith Sound 30-90 0 20-45 Level:15
Spellpoints:250
Str:100 Int:10 Wil:30 Agi:80 End:95 Per:50 Spd:85 Lck:50
Casts:
Far Silence
Lightning

Can be hit with silver or better.
Resistance to magic.

Wraiths can do massive damage in melee, and so it is recommended to use ranged attacks, except at higher levels where they can be easily killed.
Zombie Zombie Sound 52-66 0 15-50 Level:10
Spellpoints:0
Str:140 Int:50 Wil:90 Agi:80 End:100 Per:50 Spd:70 Lck:50
2% Chance per hit of catching a bad disease.
Can be hit with any material.
Use ranged weapons to avoid disease.
They should not be confused with the Flesh Atronach, nor with the Ash Zombies of Morrowind.

Daedra

Otherworldly beings from Oblivion. They are fairly challenging adversaries, and can only be harmed by mithril or greater. All daedra can detect invisible foes.

Name Appearance Sound HP AC DMG Statistics Abilities Fighting Strategies
Daedra Lord * + Daedra Lord Sound 35-210 -10 15-50 Level:20
Spellpoints:300
Str:150 Int:110 Wil:70 Agi:100 End:95 Per:90 Spd:120 Lck:50
Casts:
Balyna's Antidote
Energy Leech
Fireball
Free Action
Shock

Can be hit with mithril and better.
Immune to paralysis, poison and disease.
Regenerates health (general).
Takes damage in holy places.

One of the most dangerous foes in the game with formidable fighting abilities in close-combat. Close in quickly to prevent him from using magic too frequently, and backpedal after striking him to avoid his attacks.
Spell reflection/resistance/absorption is a must especially during fights from the distance, for he will use his area effect fireball spell.
He sometimes uses this spell too close and harms or disembodies himself.
Interestingly, the Dremora in Battlespire use the same sound and a similar graphic. A Daedra Lord can thus be considered to be actually a Dremora.
Daedra Seducer * + Daedra Seducer Sound 27-146 1 15-50 Level:19
Spellpoints:290
Str:150 Int:60 Wil:70 Agi:100 End:95 Per:120 Spd:70 Lck:50
Casts:
Energy Leech
Vampiric Touch

Can be hit with mithril and better.

Best fought with ranged weapons/spells.
Spell reflection/resistance/absorption recommended.
Fire Daedra ¹ ² * + Fire daedra Sound 26-138 1 15-50 Level:17
Spellpoints:270
Str:150 Int:110 Wil:70 Agi:100 End:95 Per:90 Spd:95 Lck:50
Casts:
Fireball
Fire Storm

Can be hit with mithril and better.
Immune to fire.

Close in quickly to prevent the casting of a spell.
Spell reflection/resistance/absorption used with cold based offensive spells.
These fire daedra, though slightly different in appearance, may correspond to the Flame Atronach seen in Morrowind and Oblivion.
Do not confuse these with fire atronachs.
Frost Daedra ¹ ² * + Frost Daedra Sound 25-130 -5 50-100 Level:17
Spellpoints:270
Str:120 Int:80 Wil:30 Agi:80 End:95 Per:90 Spd:95 Lck:50
Casts:
Ice Bolt
Ice Storm

Can be hit with mithril and better.
Immune to frost.

Close in quickly to prevent the casting of a spell.
Spell reflection/resistance/absorption used with fire based offensive spells.
These frost daedra, though slightly different in appearance, may correspond to the Frost Atronach seen in Morrowind and Oblivion.
Do not confuse these with ice atronachs.
Lesser Daedra (Daedroth) * + Lesser Daedra Sound 27-146 1 15-50 Level:18
Spellpoints:280
Str:150 Int:110 Wil:70 Agi:100 End:95 Per:90 Spd:100 Lck:50
Casts:
Lightning
Silence
Spell Shield

Can be hit with mithril and better.

Close in quickly to prevent the casting of a spell, spell reflection/resistance/absorption is helpful.
Daedroths are especially dangerous for spellcasters, once they are silenced they are in most cases inferior in close-combat, which will result in a quick death.
It should be noted that these Daedroths, unlike the ones in Morrowind and Oblivion, wear armor and use weapons.

Transmitted Diseases

This list shows the possible diseases an enemy may transmit.

Type of Enemy Animal Undead
Disease Brain Fever
Plague
Stomach Rot
Brain Fever
Consumption
Dementia
Leprosy
Plague
Red Death
Stomach Rot
Swamp Rot
Typhoid Fever
Yellow Fever

Notes

* This monster is associated with a language skill.
+ These creatures are able to detect camouflaged or invisible foes, so these spells provide no protection.
¹ These creatures are encountered in the first demo.
² These creatures are encountered in the second demo.