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Morrowind Creatures

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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