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Wikipedia:WikiProject The Elder Scrolls/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.

Alit[edit]

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 like a big toothy mouth with feet. Rockjoint may be contracted from a diseased Dusky Alit. 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

Ancestor Ghost[edit]

Ghosts are typically found guarding tombs throughout Morrowind but can also be summoned by mages. The ghost is not particularly tough but magic, silver or better weapons are needed to hurt it.

Ancestor Guardian[edit]

A more powerful form of the common Ancestor Ghost.

Ascended Sleeper[edit]

Sleepers are a distorted half-human, half-beast abominations created through magic and are usually associated with Dagoth Ur. Sleepers are very intelligent, aggressive and dangerous to all but the most experienced of travellers.

Ash Ghoul[edit]

A half-human, half-beast creature created by the dark magic of Dagoth Ur.

Ash Slave[edit]

A humanoid creature turned into a deranged beast by the dark magic of Dagoth Ur.

Ash Vampire[edit]

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.

Ash Zombie[edit]

A creature magically created and transformed by the followers of Dagoth Ur.

Betty Netch[edit]

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. They also tend to be more aggressive and dangerous than their male kin. Normally a single Betty Netch will have a harem of five or six Bull Netch, but we keep the bull-betty ration closer to one-to-one for faster breeding. Tends to make our Betty Netch a little more aggressive than they are in the wild. Serpiginous Dementia may be contracted from a diseased Betty Netch.

Bonelord[edit]

A revenant that is usually found protecting the tombs scattered throughout Morrowind.

Bonewalker[edit]

Another form of revenant that guards the tombs throughout Morrowind and can be summoned by magic users. Though not as powerful as other undead, the Bonewalker is feared for its terrible curses it can bestow to its foes.

Bonewolf[edit]

Nasty as a regular wolf, but not as afraid of death, seeing as they're already dead.

Bull Netch[edit]

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.

Cave Rat[edit]

A common rodent found in most underground areas.

Centurion Archer[edit]

The Centurion Archer is an enchanted animated artifact of Dwemer creation. Their aggressive and dangerous devices compress into a ball when inactive, and transform into a mobile warrior when aroused.

Centurion Sphere[edit]

A 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.

Centurion Spider[edit]

The Centurion Spider is an enchanted animated artifact of Dwemer creation. Constructed in the form of large metal Spiders, they are aggressive and dangerous.

Clannfear[edit]

A fierce, large lizard-like Daedra which is commonly sought for its heart, which is used in Alchemy.

Cliff Racer[edit]

See also Cliff Racer.

Cliff Racers are winged, leathery flying creatures larger than a man, with long wicked beaks and flailing tails. They're a serious threat, especially in packs. The long-tailed Cliff Racer is an aggressive, dangerous flying creature with a large vertical sail along its spine. 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.

Corprus Stalker[edit]

Deranged and deformed victims of the dreaded Corprus disease which has no known cure. Care must be taken when confronting these creatures as they become incredibly tough due to the disease and may affect you with Corprus.

Crippled Skeleton[edit]

A lower form of undead found throughout the land of Morrowind.

Daedroth[edit]

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.

Dremora[edit]

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.

"After I kill you I'm going to rape your corpse. Don't worry, I'll be gentle." - Said by a Dremora in a temple before it attacks the player.

Dremora Lord[edit]

Intelligent and powerful war spirits in the service of Daedra Lord Mehrunes Dagon. Dremora Lords are very powerful foes and typically carry a range of high quality weaponry.

Dreugh[edit]

See also 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

Dreugh Warlord[edit]

A more powerful, and rare, form of the typical Dreugh.

Draugr[edit]

Undead Nord which are very fast and vicious.

Durzog[edit]

Frightening creatures. Possibly even more intelligent than their Goblin handlers. You might hear them referred to as 'Sludgepuppies', but don't let that name fool you. They're strong, smart, and often well-trained creatures. The Goblins use them on patrols to hunt down their victims. They are seen in The Elder Scrolls III: Tribunal.

Dwarven Spectre[edit]

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 weapons are required to hurt them.

Flame Atronach[edit]

A powerful Fire Elemental Daedra which can be summoned by mages and hunted as a source of Fire Salts.

Frost Antronach[edit]

A powerful Frost Elemental Daedra which can be summoned by mages and hunted as a source of Frost Salts.

Game Rat[edit]

A trained and domesticated form of the common rodent which is used in racing and fighting tournaments.

Giant Bull Netch[edit]

A rare and powerful form of the regular Bull Netch.

Goblin[edit]

Vile and vicious. 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. You'll often see them with trained Durzogs.

Golden Saint[edit]

These magical females are the spawn of Sheogorath and are feared for their combat abilities.

Grahl[edit]

"I have heard them called that. We do not know what they really are. Perhaps an evil spirit, perhaps a great beast. Whatever they are, they are dangerous. Their claws and tusks rend armor and tear flesh. They will attack alone or in packs. Take care when they are near." Skaal Dialogue

Greater Bonewalker[edit]

A powerful form of revenant found in graves and tombs throughout Morrowind. It is feared for its use of powerful and hideous curses.

Guar[edit]

See also Guar.

The Guar is a large biped, trained as a beast of burden, and raised for meat and hides. Wild Guars are encountered in the wilderness; they're usually quite peaceful. It is the dominant domesticated herd animal of Morrowind, useful as a pack animal and for its meat and hides. Some Guar, however, remains feral and aggressive. Another little known fact is that the Imperials often refer to Guars as 'Tigers'. Here's why: 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 callings them 'Tigers', from a fabled recollection of a storybook beast he loved as a youth. The new name stuck. Even now, Dres slavers often refer to their cattle-Guar as Tigers. Rockjoint may be contracted from a diseased Guar.

Horker[edit]

"Odd beasts. Seem fairly docile, but they can be vicious if provoked. I heard a story once about a guard who used to be stationed here who was out for a swim and had a Horker chase him out of the water all the way back to the Fort. They say the guards mistook him for one of them crazy berserkers roaming the wilderness and they accidentally killed him." Fort Frostmoth Inhabitants' Dialogues

"Strange creatures, Horkers. Did you know they can walk on land AND swim in the water?" Other Dialogue

"Their tusks are unlike anything I've ever seen. I heard a story once about a guard at Fort Frostmoth who was out for a swim and had a horker chase him out of the water all the way back to the Fort. The fool left his armor by the shore so the other guards mistook him for one of them berserkers and they almost killed him!" Raven Rock Inhabitants' Dialogues

"Another of the All-Maker's wondrous creations. These creatures provide a great deal for our people. They are strong swimmers and fierce fighters, on land and in the sea." Skaal Dialogue

Hulking Fabricant[edit]

"As the name suggests, these Fabricants are stronger and slower than their Verminous cousins. They have the same weakness to electrical and fire attacks, but they regenerate their health at an alarming rate."

Upon death, Hulking Fabricants will drop a Hulking Fabricant Elixir, which temporarily increases the consumer's strength.

Hunger[edit]

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.

Kagouti[edit]

See also Kagouti.

The more powerful relative to the Alit, the Kagouti is a large, aggressive, dangerous, short-tailed bipedal creature with huge tusks. Kagouti hide is made into leather and used in clothing and household goods. Yellow Tick may be contracted from a diseased Kagouti.

Kwama[edit]

See also Kwama.

Kwama Forager[edit]

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 you, since they don't recognize your smell. 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 our smell. But they attack intruders. Droops may be contracted from a diseased Kwama Forager.

Kwama Queen[edit]

The largest of the Kwama which produces all of the nest's eggs. They are usually too large to move and their needs are attended to by Kawam Workers. They are not aggressive unless provoked.

Kwama Warriors[edit]

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. Voila: Warrior form. The Kwama Warrior defends the Kwama colony's tunnels and chambers. Warriors are aggressive and dangerous. Kwama Foragers and Warriors will attack you, since they don't recognize your smell. 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 our smell. But they attack intruders. Droops may be contracted from a diseased Kwama Warrior.

Kwama Workers[edit]

The primary source of labour in a Kwama colonies, digging tunnels and attending to the Queen and eggs. It is not aggressive unless provoked.

Lame Corprus[edit]

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, in addition to the fact that you can catch the incurable disease from them.

Lesser Bonewalker[edit]

A lesser form of the revenant found guarding tombs throughout Morrowind, known for its weak, but dangerous, curses.

Lich[edit]

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.

Mudcrab[edit]

See also Mudcrab (Morrowind).

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. Larger Mudcrab species, like the King Mudcrab and Mudcrab Titan, may be a threat to careless travelers. The Mudcrab, and its larger cousins, the King Mudcrab and Mudcrab Titan, are large but non-aggressive. The Mudcrab native to Vvardenfell is prized for its sweet crab meat. The flesh of the Mudcrab is both tasty and possessed of modest magical properties. Swamp Fever may be contracted from a diseased Mudcrab.

Nix-Hound[edit]

See also Nix hound.

Bloody dry !

Ogrim[edit]

Very large, but none too intelligent, servants of the Daedra Lord Malacath.

Ogrim Titan[edit]

Very large, but none too intelligent, servants of the Daedra Lord Malacath.

Rat[edit]

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.

Riekling[edit]

Vicious creatures that look like Ice Goblins. Foul creatures. Some call them the Falmer, claim they are related to the other elves. This I do not know, but they are vile. Some are intelligent enough to speak, but they speak only nonsense.

Riekling Raider[edit]

A much tougher type of Riekling that rides a Tusked Bristleback, can regenerate, and can reflect spells back at the spellcaster

Scamp[edit]

A weak and cowardly servant of Mehrunes Dagon.

Scrib[edit]

See also Scrib.

The larval form of the Kwama which is not very aggressive but can paralyze anything that attacks it.

Shalk[edit]

See also 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.

Silt Striders[edit]

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.

Skeleton[edit]

A common form of undead found guarding graves and tombs throughout Morrowind.

Skeleton Archer[edit]

Same as the common Skeleton but uses a bow and arrow to attack.

Skeleton Champion[edit]

A powerful form of the Skeleton found in tombs throughout Morrowind.

Skeleton Warrior[edit]

A slightly more powerful form of the Skeleton found in tombs throughout Morrowind.

Skeleton War-Wizard[edit]

A very powerful, and rare, form of Skeleton found in tombs throughout Morrowind.

Slaughterfish[edit]

A common and aggressive fish found in the waters surrounding Morrowind.

Small Slaughterfish[edit]

A small form of the common and aggressive fish found in the waters surrounding Morrowind.

Snow Bear[edit]

Snow Bears are larger than normal Bears, and have thick white fur that protects them against the frost and cold. They're very aggressive when encountered, and their attacks have been known to freeze human flesh. Snow Bears can be pretty hard to find, but hunters have seen them in the snowy forested regions along Solstheim's southern coast.

Snow Wolf[edit]

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. You can find Snow Wolves in and around the Moesring Mountains. Legend has it they're the descendants of Ondjage, the Fell Wolf that devoured Hrothmund the Red. It is said their attacks have been known to freeze human flesh, so be careful if you encounter one!

Spider Daedra[edit]

Spider Daedra are the servants of Mephala, taking the form of Spider-humanoid centaurs, with a naked upper head, torso, and arms of human proportions, mounted on the eight legs and armored carapace of a Giant Spider. Unfortunately, these Daedra are so fierce and irrational that they cannot be trusted to heed the commands of the Spinner. As a consequence, few sorcerers are willing to either summon or bind such creatures in Morrowind.

Spriggan[edit]

Essentially, walking trees with a powerful attack and the ability to regenerate in larger form than before. They must be killed three times before they'll finally stay dead.

Steam Centurion[edit]

The Steam Centurion is an enchanted animated artifact of Dwemer creation. Constructed in the form of an armored warrior, they are aggressive and dangerous

Storm Atronach[edit]

A powerful Lightning Elemental Daedra which can be summoned by more powerful magic users.

Telvanni Sewer Rat[edit]

A rare form of the common rat which is only found in or near Telvanni residences.

The White Guar[edit]

A rare form of the common Guar.

Tusked Bristleback[edit]

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.

Verminous Fabricant[edit]

"The origin of these mysterious constructs is shrouded in mystery. Part-creature, part-machine, these quick and deadly creatures have a high resistance to both poison and paralysis, but they are somewhat vulnerable to electrical attacks." Morrowind Prophecies Game of The Year Edition

Wild Guar[edit]

The Wild Form of the common, domesticated Guar which is known to be aggressive.

Winged Twilight[edit]

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.

Wolf[edit]

"They're all over this island. Some travel in packs, which makes them especially dangerous. I've heard some carry disease, as well. I knew someone who tried to tame a Wolf once. He used to raise Guars so he thought he could use the same techniques. You know what? It almost worked... Well, no, actually, it didn't work at all. The idiot owed me money, too." Fort Frostmoth Inhabitants' Dialogues