Creatures of Morrowind
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The following is a list and description of fictional creatures found in the province of Morrowind featured in the video game The Elder Scrolls III: Morrowind. This article is distinguished from the Races of The Elder Scrolls in that it deals with creatures not construed as sentient within the context of the series games.
[edit] Alit
The Alit is a tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell. Built like its larger and more dangerous cousin, the Kagouti, the Alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks similar to a large mouth with feet. The Alit has a weak poison attack which will affect the victim when bitten, but its attack is still weaker than that of the Kagouti. Alits are prone to rockjoint disease and will often infect someone fighting them. They will occasionally appear in packs of two, but only appear in the Ascadian Isles, West Gash, Grazelands, Ashlands, and less commonly in Azura's Coast.
The tough hide of the wild Alit makes a serviceable multi-purpose leather. Ashlanders hunt the Alit and use their tanned hides as trade goods.
[edit] Atronach
[edit] Flame
The Flame Atronach is an element of fire in a female form with black plates of armor. They are impervious to fire attacks but weak to frost.
[edit] Frost
The Frost Atronach is a large golem made of ice. Immune to frost and resilient to physical attacks, the Frost Atronachs weakness lies in the element of fire.
[edit] Storm
The Storm Atronach is the strongest of the Atronachs. They are made of stones held together by lightning which makes them immune to shock spells.
[edit] Sixth House Minions
[edit] Ascended Sleeper
Sleepers are a distorted abominations created through dream-visions sent by Dagoth Ur. They have navy skin, a mass of tentacles in place of their head and a humanoid, if grotesquely obese, form. Sleepers are very intelligent, aggressive and dangerous to all but the most experienced of travellers. They utilize magic to attack their enemies as their physical attacks are not as powerful.
[edit] Ash Ghoul
Ghouls are a type of magic-born creature in Dagoth Ur's service. They have leathery grey-blue skin and resemble a Dunmer with an anteater's nose that protrudes out of the top half of its face.
[edit] Ash Slave
Ash slaves are undead mages, restored to a semblance of life by the power of Dagoth Ur. They are capable wizards in the College of Destruction.
[edit] Ash Vampire
Ash Vampires are not blood vampires; though both are powerful immortal undead, Ash Vampires do not feed on blood, and have no connection with Blood Vampires. Ash Vampires are immortal magical beings of vast powers. Close kin and loyal lieutenants of the Devil Dagoth Ur, they partake of his supernatural vitality.
[edit] Ash Zombie
Ash zombies are Dunmer with the top half of their face, brain and hair removed. Obviously, as this process kills them, they are resurrected as mindless, shambling creatures that will punch and scratch anything that draws near.
[edit] Bonelord
A revenant that is usually found protecting the tombs scattered throughout Morrowind. They are robed skeletons with their skulls floating far above their bodies and two sets of arms. Bonelords primarily use spells and curses, especially those that drain attributes, to attack. However, they will perform melee attacks in combat if so pressed. Necromancers often keep bonelords and their lesser kin as guardians, but do not often summon them in combat.
[edit] Bonewalker
Bonewalkers are zombies that are most often summoned by necromancers and other conjurers for personal defense in combat. They are a light brown in hue, and retain their humanoid appearance, but exhibit damage from decomposition, including bones protruding from their bodies. Bonewalkers come in two forms: lesser and greater. The lesser bonewalkers are the same shape and size as they were when they died and attack their enemies only at short range. Greater bonewalkers, however, are hulking creatures much larger in size than the corpses they were created from. The greater bonewalker will attack enemies in melee combat as well as throw curses at their target, reducing their strength so that it must be restored via spells or potions. Both class of bonewalkers are commonly found in the ruins and tombs of Vvardenfell.
[edit] Bonewolf
A reanimated wolf. It is highly aggressive and attacks the player with biting and scratching attacks. They commonly live in the more dangerous tombs and barrows of Solstheim, and are usually found in groups of at least two, along with a Draugr. Despite being reanimated, they have not gained much strength compared to living wolves.
[edit] Dwemer Animunculi
[edit] Centurion Archer
An enchanted construct made by the Dwemer. When not engaged in combat, they are rolled into a combat ball, but when an intruder is sighted, this ball splits vertically, to be used as transport, and a humanoid-shaped body emerges. These centurions use darts of dwemer construction that have a high attack power.
[edit] Centurion Sphere
An enchanted and mechanical artifact of the Dwemer which can still be found guarding their ruins. It can transform itself into a uniform sphere when inactive, and transform into a mobile warrior using a collapsible sword to engage enemies when threatened.
[edit] Centurion Spider
An enchanted animated artifact of Dwemer origin. Constructed in the form of a large metal spider, it is aggressive and dangerous. It can also utilize a compressed jet of poison for defense.
[edit] Steam Centurion
An enchanted animated artifact of Dwemer construction. Constructed in the form of an armored warrior with spiked hammers instead of hands, they are aggressive and dangerous.
[edit] Clannfear
A fierce, large lizard-like Daedra which is commonly sought for its heart, which is used in Alchemy. It very much resembles a small, bipedal Triceratops, and can be moderately difficult to destroy. It is immune to weapons that are not enchanted or made of silver.
[edit] Cliff Racer
Cliff Racers are winged, leathery flying creatures larger than a man, with long beaks. flailing tails, and large vertical sails along their spines. They attack on sight and although weak, will fight to the death. A single racer might not be able to kill a man by itself, but a swarm of three or four cliff racers is dangerous. Racer plumes from the native bird-like Cliff Racer are used locally and throughout the Empire as decorations for garments and household goods. Helljoint may be contracted from a diseased Cliff Racer.
[edit] Corprus Monsters
[edit] Corprus Stalker
These shambling creatures are victims of the Corprus disease, an incurable ailment that mutates the body and twists the mind. Corprus Stalkers have had relatively little mutation, but seem to develop a universal appearance. They are humanoid in shape, but sand-brown, with vacant expressions and shuffling walks. The corprus disease not only mutates and maddens its victims, it also bestows upon them great strength and endurance, making these creatures dangerous, especially when they may give anyone near them the disease. Many corprus stalkers are kept in the corprusarium at Tel Fyr, a sanctuary for them where Divayth Fyr researches possible cures.
[edit] Lame Corprus Stalker
A deformed and deranged victim of the dreaded Corprus Disease. The disease greatly increases the victim's strength and abilities which makes these dangerous opponents, and they can infect the player with various blight diseases. They are, however, easy to escape from; their ruined forms are not conducive to fast movement.
[edit] Daedroth
A bipedal Daedra with a large, crocodile-like snouth. Daedroth have excellent melee and spellcasting abilities and should be confronted with caution by experienced adventurers only. Their hearts are commonly sought for their magical properties.
[edit] Dremora
Intelligent and powerful war spirits in the service of Daedra Lord Mehrunes Dagon. Dremora are powerful foes and typically carry a range of high quality weaponry. More powerful versions are called the Dremora Lord.
[edit] Dreugh
Ancient half-human, half-octopus, sea monsters commonly hunted for their skin (to make armour) and Dreugh Wax from their shells (for its magical properties). Another of so-called cursed races of Tamriel, the Dreughs are said to be the remnants of a once great civilization that flourished in the Iliac Bay long before the 1st Era. Though they have some humanoid characteristics, it is hard to give credence to the legend when one views the tentacles and the claws of the misshapen beasts. There is certain evidence that the Dreughs may have amphibian qualities, for they can be found in waterways far inland from their bayside origins. It is unlikely that the creatures themselves will offer insight to their origins, for Dreughs are violently hostile to all who invade their watery domain. Dreugh wax is a tough, waxy substance with modest magical properties, scraped from Dreugh shells. Dreugh are powerful aquatic creatures, and hunting them for their hides and wax is a dangerous occupation. A more powerful, and rare, form of the typical Dreugh is called the Dreugh Warlord.
[edit] Durzog
Creatures often used by Goblins to actively hunt and kill the player as well as other enemies of the Goblin. They are powerful reptilian-like beasts that use quick slashing and biting attacks. Several varieties of Durzog are known to exist:Lesser Durzogs, the regular Durzog, and the powerful, Goblin-trained War Durzog, which wears a spiked collar. They are seen in The Elder Scrolls III: Tribunal.
[edit] Goblin
Vile and vicious humanoids. They vary in size from smaller than a Bosmer to larger than a Nord. Some are mindless animals; others have learned the ways of magic. Goblins use trained Durzogs.
[edit] Golden Saint
Magical females that are the spawn of Sheogorath and are feared for their combat abilities. They appear with random glass, daedric, and ebony weapons. They mostly appear around the Red Mountain Region. When trapped in a Greater Soul Gem, their souls allow for an item to be enchanted with a constant effect spell.
[edit] Grahl
Grahl are large, powerful monsters that reside in the more dangerous of caves in Solstheim. They are covered with a white fur and possess large tusks and claws. Their red eyes may be collected from their corpses and used to create potions.
[edit] Guar
The guar is the dominant domesticated herd animal of Morrowind, used as a pack animal and for its meat and hide. Some guar remain feral and aggressive, living in the wilds of Morrowind. A little known fact about the guar is that the Imperials often refer to them as 'Tigers'. The reason for this being that during a tour of Morrowind in the earliest days of the Armistice, Tiber Septim became enamored of the beasts. On the mainland, and specifically the Deshaan Plains, guars are striped. This, coupled with the fact that His Holiness was never able to pronounce 'guar' correctly (his troubles with the provincial Chimeric tongue is legendary), led to Septim finally calling them 'Tigers', from a fabled recollection of a storybook beast he loved as a youth. Even in the times of The Elder Scrolls games, Dres slavers often refer to their cattle-guar as Tigers. Rockjoint may be contracted from a diseased guar.
[edit] Guardian Spirit
[edit] Ancestor Ghost
Ghosts which are typically found guarding tombs throughout Morrowind but can also be summoned by mages using various magic. The ghost is not particularly powerful with its attacks but spells or silver or enchanted weaponry are required to defeat it due to its spectral composistion. Upon its defeat, the player can attain ectoplasm from its remains.
[edit] Ancestor Guardian
A more powerful variant of the Ancestor Ghosts common in Morrowind.
[edit] Dwarven Spectre
Ghosts of the Ancient Dwemer which can still be found haunting the halls of their ruins. The ghosts are typically sought as a source of Ectoplasm. Silver and enchanted weapons are required to hurt them.
[edit] Horker
Horkers are fictional seal-like creatures that reside in and around the waters of Solstheim. They have pure white fur and ivory tusks. Though they have fur and so are mammals, they exhibit the ability to breath underwater, as they can perpetually stay underwater, unlike real-life analogues such as seals, otters, or other marine mammals. Horkers are generally docile creatures, but can be territorial and will attack travellers who approach too close to them. They are often hunted by the inhabitants of Solstheim for their tusks. During the time of the Bloodmoon prophecy, an enormous number of Horkers were found dead on the shores of Solstheim. In addition, the Nerevarine was required to follow a horker to an underwater cave during the quest to become Bloodskaal.
[edit] Hulking Fabricant
Hulking Fabricants are one of two types of fabricants that appear in Mournhold and the Clockwork City. They are part creature and part machine, and are slow and powerful, especially when compared to their conterpart the Verminous Fabricant,
[edit] Hunger
The Hunger is a powerful and violent lesser Daedra associated with Boethiah, Father of Plots -- a sinuous, long-limbed, long-tailed creature with a beast-skulled head, noted for its paralyzing touch and its ability to disintegrate weapons and armor.
[edit] Imperfect
The Imperfect are massive golems constructed by Sotha Sil to be used as bodyguards. Their master has imbued them with great magical powers and resistances, and they are more than a match for all but the most powerful individuals.
[edit] Kagouti
Kagouti are bipedal creatures with a short tail, large forward pointing tusks and a triangular snout. Kagouti are dangerous to individuals who lack decent fighting skills because their attacks are stronger than most of the other animals in the game, and Yellow Tick may be contracted from a diseased Kagouti. They can easily be identified from a distance which often allows weaker characters to avoid confrontation. Kagouti are related to guar and alit, but are much more aggressive and dangerous. Kagouti hide is made into leather and used in clothing and household goods.
[edit] Kagouti Mating Habits
Edras Oril, a Dark Elf author, writes in his book about Kagouti:
- Observations made on wild kagouti in southeastern Morrowind. Kagouti do not seem to travel in large packs, as previously believed. Perhaps they group into larger packs when mating season is imminent. Females seem to be dominant sex. Males will bring gifts of food in exchange for mating advantage. Males sometimes attacked. Loud vocalizations heard exchanged (believed to be from males), especially at night. Fascinating. Males do not seem to engage in physical confrontation for reproductive rights. Some posturing, but no conflict. All kagouti display increased aggressiveness during mating. Must be careful not to be seen. Mating kagouti found to be increasingly territorial.
[edit] Kwama
- Main Article:Kwama
[edit] Kwama Forager
The Kwama Forager scouts the surface of the land and natural underground passages, searching for suitable locations for new colonies, and hunting for prey. Foragers are aggressive but not very dangerous. Kwama Foragers range far from their homes, deep into the Ashlands as far as the Ghostfence. Kwama Foragers and Warriors will attack the player, since their scent is alien to them. They can be avoided or easily killed so are more often a nusense than a threat. The loss of a Forager is not a problem for the hive as they can be quickly produced. Kwama Foragers and Warriors won't attack miners, since they're used to their smell. But they attack intruders. Droops may be contracted from a diseased Kwama Forager. Kwama foragers sometimes drop eggs.
[edit] Kwama Queen
The largest of the Kwama which produces all of the nest's eggs. They are too large to move and so have to have their needs attended to by Kwama Workers. They are unable to defend themselves and so rely on nearby Warriors to kill any intruders.
[edit] Kwama Warriors
The Warrior is the combined version of Forager and Worker. The former jumps through the hole in the latter's mouth and its head pops out the other end; then the whole symbiote stands up, creating the Warrior form. The Kwama Warrior defends the Kwama colony's tunnels and chambers. Warriors are aggressive and dangerous. Avoid them, or go ahead and kill them if you have to. Don't worry. The hive can replace them fast enough. Kwama Foragers and Warriors won't attack miners, since they're used to their smell. But they attack intruders. Droops may be contracted from a diseased Kwama Warrior.
[edit] Kwama Workers
The primary source of labour in a Kwama colonies, digging tunnels and attending to the Queen and eggs. It is not aggressive unless provoked.
[edit] Lich
Through years of study in the Black Arts, the most powerful necromancers of Tamriel have made a bid for immortality by assuming the form of the Lich. These undead creatures are immune to cold, poison, and disease, while retaining their mortal skills in the martial and magical arts.
[edit] Mudcrab
The Mudcrab is a large, edible crab found in marine, coastal, and cavern environments. The Mudcrab is rarely aggressive, but tough and territorial, and groups of mudcrabs may become a nuisance. The Mudcrab is prized for its sweet crab meat, which possesses modest magical properties. Swamp Fever may be contracted from a diseased Mudcrab.
[edit] Netch
[edit] Betty Netch
The Betty Netch is a large hovering beast, supported by internal sacks of magical vapors. The Betty Netch, the female of the species, is smaller than the male Bull Netch, but fiercely territorial. Normally a single Betty Netch will have a harem of five or six Bull Netch, however Netch plantations that raise them for their leather attempt to keep the ratio closer to one to one for faster breeding. This has the side effect of making the Betty Netch on plantations much more aggressive than wild varieties. Serpiginous Dementia may be contracted from a diseased Betty Netch.
[edit] Bull Netch
The male of the species, the Bull Netch is a huge beast that hovers in the air, supported by internal sacks of magical vapors. Bull Netch are giant, peaceful floating creatures with long tentacles that dangle to the ground. Serpiginous Dementia may be contracted from a diseased Bull Netch.
[edit] Nix-Hound
A medium sized arthropod predator which has been known to hunt in packs. The Nix-Hound is a gray, rangy quadruped with long, purple feeding spikes. Its cousin, the Rogue Nix-Hound, is larger and much more dangerous. They are reputed to be created by Vivec to hunt Dreughs during a time-lost campaign against the Altmer of the sea.
[edit] Ogrim
Very large, but none too intelligent, servants of the Daedra Lord Malacath. They are tremendously fat, with scaly, green skin on much of their body. They have large, twisted horns just above their small and piggy eyes. They also have a ring of metal, just around the area of the heart, that seems to change color in time with their heartbeat.
[edit] Rat
The Rat is a hardy, abundant hunter-scavenger, found on the land surface and in natural and excavated underground environments. Waste Rats are found everywhere, often in close proximities to their slightly larger relative, the Cave Rat and the Rust Rat. Rat meat is tough and greasy, with an unpleasant odor and taste. Nonetheless, it is cheap, abundant, and nutritious, and palatable when cooked in a stew and masked by strong spices. Rust Chancre may be contracted from a diseased Waste Rat.
A trained and domesticated form of the common rodent, which is used in racing and fighting tournaments, is called Game Rat.
[edit] Riekling
Rieklings are semi-intelligent creatures resembling Goblins. Some call them the Falmer, claiming they are related to the other elves, but this was proven to be untrue. Some rieklings are intelligent enough to speak, but they speak only nonsense. Rieklings have been known to ride Tusked Bristlebacks as mounts on occasion. These mounted rieklings are much more dangerous than they are on foot, as they often reflect spells cast upon them, have a higher attack potential, and often carry potions to restore their health.
[edit] Scamp
Scamps are weak and cowardly servants of Mehrunes Dagon. Generally they may be found in and near Daedric ruins, where they can be a danger to lower-levelled players. Scamps are small creatures, resembling small humanoids with pointed ears and teeth, and remain in a half-crouch. Scamps are intelligent, and may speak if they wish. One Scamp, named Creeper, resides in Caldera and will buy and sell from players at full market price.
[edit] Shalk
A large and slightly aggressive beetle which uses magical fire to attack. Shalk resins are the tough, soluble substances extracted from Shalk hides. Shalk resins are used as glues and stiffeners in manufacturing bonemold and chitin armors. Collywobbles may be contracted from a diseased Shalk.
[edit] Silt Striders
- See also Silt strider.
Silt Striders carry passengers and cargo between settlements on Vvardenfell. Fares depend on distance to be traveled. Silt Striders are giant insects. A compartment for passengers and cargo is hollowed from the creature's shell; the driver directs the beast by directly manipulating exposed organs and tissues.
[edit] Skeleton
A common form of the undead found guarding graves and tombs throughout Morrowind. Their arsenal varies; they are usually found wielding bows, axes, blades, and maces.
[edit] Slaughterfish
A common and aggressive fish found in the waters surrounding Morrowind, along with Small Slaughterfish, its smaller form.
[edit] Snow Bear
Snow Bears are larger than normal Bears, and have thick white fur that protects them against the frost and cold. They are very aggressive when encountered, and their attacks have been known to freeze human flesh. Snow Bears can be fairly difficult to find, but hunters have seen them in the snowy forested regions along Solstheim's southern coast.
[edit] Snow Wolf
The Snow Wolves are larger, more elusive cousins of Solstheim's common Wolves. They have a thick coat that protects them from the frost and cold. Snow Wolves reside in and around the Moesring Mountains. Legend has it they're the descendants of Ondjage, the Fell Wolf that devoured Hrothmund the Red. Their attacks have freezing attributes, making them slightly more dangerous than their cousins.
[edit] Spriggan
Spriggans are humanoid walking trees that reside in the forests of Solstheim. Spriggans appear as female figures, green and covered with bark. They are fierce and will attack travellers on sight. In addition to this, they will come back to life twice upon being killed, each time slightly bigger. During the time of the Bloodmoon prophecy, the Neravarine was required to calm a group of Spriggans as part of the quest to become Bloodskaal.
[edit] Tusked Bristleback
The Tusked Bristleback is a type of boar native to Solstheim. There are lots of them around, and they're sometimes hunted for their meat. The Bristlebacks can be vicious, too. That's why the Rieklings use them as mounts.
[edit] Verminous Fabricant
Verminous Fabricants are one of two types of fabricants that appeared in Mournhold and the Clockwork City. They are a mix of creature and machine and are very fast.
[edit] Winged Twilight
The Winged Twilight is a messenger of Azura, Goddess of Dusk and Dawn. Winged Twilights resemble the feral harpies of the West, though the feminine aspects of the Winged Twilights are more ravishing, and their long, sharp, hooked tails are immeasurably more deadly.
[edit] Wolf
Wolves reside on Solstheim in great numbers and are revered by the Skaal who live there. They generally work in packs and will attack travellers, but are generally weak. Some have the plague Ataxia, which causes noticeable blotchiness in their coats.
The Elder Scrolls creatures | |
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Creatures: | Alit | Cliff racer | Dreugh | Flame Atronach | Guar | Kagouti | Kwama | Mudcrab | Netch | Nix hound | Scrib | Shalk | Silt strider | Slaughterfish |
Lists: | Cyrodiil | Morrowind | Oblivion |