The following is a list and description of creatures found in the province of Cyrodiil.
The Clannfear, with its terrifying speed and razor sharp claws, is one of the most dangerous Daedric beasts. Its heavy strike and damage reflection make it especially dangerous to melee fighters. Fight it from a distance if you can, or use magic to bypass its damage reflection. Xivilai often summon them to take care of minor opponents while they fight more testable opponents themselves.
The mighty daedroth can breathe fire and do terrible damage with its teeth and claws. Its teeth are highly prized by alchemists, but they remain very rare for a good reason. When fighting one you most likely want to use enchanted weapons to damage their huge amount of health.
Dremora are a class of intelligent, powerful war spirits in the service of the Daedric lord Mehrunes Dagon. Churls are among the lowest echelon of the Dremora caste, obsequious to their superiors, cruel to humans and even negligent of other daedra. Like all Dremora, they wield both weapons and magic. Dremora mages may summon lesser daedra to assist them in battle.
- Churl is of the Old English for "non-servile servant".
Caitiffs are the second rank of Dremora. Although still a low rank, they are utilized by Mehrunes Dagon as berserkers. As such, they favor a heavy mace and shield in melee combat, and may use magic as well. The Mage variant uses a multitude of different staves, such as the Staff of Burden, or the Staff of Frost. They often carry potions and scrolls to fortify themselves in battle. Like all other Dremora, they should drop a heart upon death, along with the aforementioned potions, scroll, and weapons; just like all other dremora until Valkynaz, they drop no armor.
The third rank of the Dremora caste, or society, is the Kynval. They are the most powerful of the ranks used in Mehrunes Dagon's main miitary forces, and are the equivalent of knights. They wear Dremora Kynval Armor, and may wear helmets (a sign of their superiority); They wield longswords and will not hesitate to use magic or potions to gain an advantage in combat.
The Dremora Kynreeve is the lowest rank of officer in the Mehrunes Dagon's army. They make up for the botto tier ofunits and are much an equivalent to the kynvall when it comes to choice of weapons, and serve as an administration unit, charged with guarding the various planes of Mehrunes' Wastes. They carry Longswords, Maces, and Shields, unless otherwise the Mage variant.
The next tier of officer in the Dremora rank is the Kynmarcher. They are equivalent to a lord, and are high officers responsible for strict enrollment of guard at the citadel, outpost, or the gate. They serve as a commander of the clan battle unit, which is much tasked with the overlay of the Towers in the Wastes. These dangerous warriors wield heavy claymores, which are often enchanted, as well as an array of potions and spells. Aside from this, they make for higher powered mages, using more deadly staves in battle, or drain spells.
The Markynaz, or grand dukes, rule of the lesser variants of the army, as well as the Daedra that preside over their controlled regions of society. They serve Mehrunes Dagon on the Council of Lords, also known as the Markyn. The Markynaz make for good archers, equal to the lesserly ranked officers and soldiers, the Kynreeve. They pack further damage with Claymores than most other units below them.
The Valkynaz are at the highest echelon of Mehrunes Dagon's elite personal guard. They reside at the upper pinnacle of the Dremora society. They serve as Princes and Commanders, and possess unique membership in the personal guard of Dagon, the Valkyn. They are the most dangerous foes encountered in Dagon's realm, wielding any form of weapon available, and possess superior ability in comparison to the lesser ranks of all other Dremora. They have far superior and authoritarian mages, using the spells of a Master wizard, and wield the deadliest of staves. They appear around player level 22 or higher.
The Scamp is a weak, cowardly servant of Mehrunes Dagon. Scamps may be summoned by Conjurers and their skin is sought by alchemists for its magical properties.
The bizarre Spider Daedra can spit poison great distances, but even more deadly is its ability to summon a tiny spiderling that has a paralyzing bite. Avoid close combat with these foes!
These Atronachs are associated wih elemental shock, and are the most powerful of the three encountered in Oblivion. They appear as a cluster of rocks around an unknown variable of mass and power. The main attack is a greatly damaging bolt of lightning emitting from the 'clap' of the atronach, as it make the point of doing. It can attack with it's fists, which happen to be bare rock, so take caution to eliminate this Greater Daedra from afar, such as with a bow, or high powered (custom, even) spell.
A smaller and weaker cousin of the Scamp. They shoot Fireballs at any who venture towards their domain.
The Xivilai is quite possibly the most fearsome of all Daedra. Standing in at 7 feet or taller, they are monstrous. Human in appearance, the Xivilai is blue-skinned, with red markings across its arms and legs. Their eyes are aglow, and they have mane-like hair. If you come across a Xivilai, watch out for their fire and shock damage spells. Also note that in battle, they will use Clannfear almost immediately, so eliminate this target first. They additionally use two-handed weapons in combat as well. Summoned Xivilai have the further chance of summoning a Clannfear.
Like all non-corporeal undead, the Ancient Ghost can only be harmed by silver or magical weaponry, or destruction magic. It can turn itself invisible, and strike from an unexpected direction.
The smaller of the two bears native to Cyrodiil, the black bear is still a dangerous opponent. It hits hard but is not particularly fast so it is best dealt with from a distance.
This huge bear can take a tremendous punishment and still stay on its feet. A blow from its paw can stagger the mightiest warrior, so treat this woodland giant with respect.
The woodland boar's tough hide makes it surprisingly dangerous for its compact size. The Boar can do a great deal of damage if it can land a blow, so staying outside of its relatively short reach is advisable.
Deer are found throughout the woodlands and fields of Cyrodiil. They are skittish and will flee from danger, but hunters prize their meat. The buck is rather more dangerous when forced to fight. When they are killed they may have Venison on them.
These large, fierce creatures are often employed as guard dogs by bandits and marauders due to their keen sense of smell and excellent eyesight. However, several citizens throughout Cyrodiil keep dogs as pets in their houses, shops, and as travel companions.
The Dread Zombie is easily recognizable by the foul cloud of corruption it exudes. This cloud may in some way contribute to the Dread Zombie's ability to slowly repair its damaged flesh, which makes it a very dangerous opponent, particularly when attacking in groups. As with all zombies, fire is the best remedy.
The faded wraith is the weaker version of the Wraith, but it is deadly enough. Spellcasters need to especially beware of its ability to silence its enemies. Not completely incorporeal like the Ghost, the Wraith is even capable of using weapons.
These restless spirits can only be harmed with silver or enchanted weapons. Beware of their ability to curse your fatigue.
The strongest version of the Wraith, the Gloom Wraith adds a burden/absorb health curse to the usual deadly combination of weapon, claw, silence, and ranged frost attacks.
The common goblin is dangerous only in packs. They rarely venture from their underground lairs. Typically armed with iron weapons, they may also carry lockpicks. They are no real threat to a well-armed adventurer.
The Goblin Skirmisher is stronger than the common Goblin and is often armed with a bow.
The Berserker carries the best weapon of any Goblin and may also carry a shield. Their high agility makes them formidable melee opponents.
The Goblin Shaman is a dangerous spellcasting opponent. Be particularly wary of its ability to paralyze within melee range. The Shaman may carry a staff, but even without it has a range of spells to call on in combat, including summoning a headless zombie.
The Goblin Warlord is the most powerful Goblin, wielding a variety of weapons and a shield.
Headless Zombies are even fiercer than their cranially advantaged fellows, perhaps due to their futile longing to regain their brain. As with all Zombies, fire is the preferred method of laying them to rest.
More expensive than the Paint Horse, the Bay Horse is faster, but with lower health.
The Chestnut Horse is faster than the Bay and Paint Horses but has the lowest health of all horses.
The hardy Paint Horse is a good choice for anyone needing a reliable mount for a reasonable price.
The White Horse is as fast as the Chestnut Horse, but far sturdier. Only the Black Horse is faster (as well as Shadowmere).
The Black Horse is the most expensive in addition to being the fastest. With only slightly lower health than the White Horse, it also has the best combat skill of any of the horses.
Imps are equally at home in the forests and caves of Cyrodiil. Usually solitary, they possess a mean intelligence that can make them dangerous opponents. Many an unwary traveler has been surprised by a blast of magic from a distant Imp. They generally use fire, frost and shock spells in combat.
The Land Dreugh is one of the odder creatures to infest the wilds of Cyrodiil. Its thick shell is highly resistant to both magical and normal damage, and it has the ability to direct electricity into its opponent through its claws. Thankfully it is rather slow moving, so keeping out of its way is the best way to deal with it.
The Lich is the pinnacle of the Necromancer's art. Particularly dangerous to spellcasters, the lich is difficult to harm with magic and has a wide variety of high level spells to draw upon.
A fierce fighter with either fists or a warhammer. Watch out for the Minotaur's head-butt, which will not only severely injure you but will also heavily damage your armor. A determined foe, Minotaur's will often follow their pray over field and forest, finally suprising the traveler when they think they have reached safety?
The Minotaur Lord adds magic resistance to the already dangerous capabilities of the normal Minotaur.
The Mountain Lion's high agility and heavy strike make it a very dangerous melee opponent.
A dangerous nuisance near any body of water, Mudcrabs are interesting only as a source of succulent crabmeat.
A weaker version of the Lich, the Nether Lich is still a formidable opponent, with almost all of the same dangerous magic abilities.
The huge Ogre deals tremendous damage with his fists, if he can get close enough. Despite their great size, Ogres are surprisingly susceptible to poisons of all kinds.
The Rat is a hardy, abundant hunter and scavenger, found both above and below ground. a favorite food source for Goblins, although most civilized folk would prefer other fare. Dangerous only in large numbers.
The common domesticated sheep is placid and non-aggressive.
The Skeleton is a revenant that can be found wherever the restless dead are buried. Often the creation of Necromancers pursuing their dark researches, they are capable of using all manner of melee weapons, although the most common Skeleton is usually armed with a war axe.
The Skeleton Guardian dimly remembers its former life as a warrior and wields mace, shield, and bow with deadly skill.
The Skeleton Hero is a dangerous opponent in melee combat, as it can use a full repertoire of advanced combat moves and is equally adept at blocking.
The Skeleton Champion is a dangerous opponent in melee combat and will often carry a weapon as good as an Emperor's.
The slaughterfish is an aggressive predator found in both open waters and subterranean pools.
A larger and fiercer cousin of the Wolf, Timber Wolves can bring down the largest prey when a pack has assembled.
Spriggans are guardian nature spirits, found both above and below ground. She will summon a black bear to help her in combat. She also has the ability to heal herself completely three times, so she can be a very difficult opponent unless you can kill her quickly.
The Troll's uncanny ability to regenerate itself makes it a very dangerous opponent. Fire, magical or otherwise, is one of the quickest ways to put an end to a Troll.
The Will-o-the-Wisp is unlike any other creature you will encounter. It is difficult to hit with magic and ranged weapons. Its best to charge in head first as they lack a melee attack. They are treated as ghost and cannot be killed with normal weapons.
The Wraith can attack with claw, weapon, or magic. Beware of its silence spell, and make sure to bring a magic or silver weapon, because it is immune to normal weapon damage.
A common predator throughout Cyrodiil, Wolves can be found both outdoors and in the caves where they make their lairs. Vampires often keep them as guards and companions.