Oblivion:Daedra

Daedra
 
Daedra are creatures from the planes of Oblivion.  A separate article describes Dremora, who are treated as NPCs instead of Creatures.  The Daedra on this page are also all listed in the Oblivion-Creatures-Daedra category.

Overview
Strictly, Daedroth (plural: Daedra) is a general term for any divine creature that comes from planes of Oblivion.  By this definition, all Daedric Princes and Dremora are also Daedra.

However, in common usage the term Daedra is used to refer to all of the lesser beings from Oblivion; in this context Daedra is used as both a singular and plural noun.  Daedroth (plural: Daedroths) is then used to describe just one particular variety of Daedra.

Most Daedra (but not all) are resistant to fire and weak to shock.  

Most Daedra can be summoned; a complete list of summonable Daedra is provided under Summons. Conjurers are very likely to summon Daedra, and conjurer dungeons frequently contain Daedra; conjurers will not attack these Daedra, because they both belong to the Conjurer faction.

For more information on Daedra see:
Daedra: A general overview of Daedra as encountered in all the TES games.
Varieties of Daedra: A book describing the Daedra of Mehrunes Dagon's realm

Standard
The following table lists only standard Daedra, i.e., those that are generated from standard Leveled Lists.  This includes the vast majority of the Daedra encountered during the game.
The level provided for each creature in the Lvl column is the typical level at which the creature is first encountered.
Some creatures' health varies depending upon the player level, indicated by an equation in the Health column. The lvl used in the equation is the player's level. The soul for these creatures is usually variable; the souls column indicates the range of soul strengths that are possible. 
 


Leveled Lists

The following two tables summarize the vast majority of the leveled lists that are used to generate Daedra.  The first table provides the lists used to spawn Daedra only.  The second table provides several lists that are used to spawn either a Daedra or a Dremora.  There are a few minor variations, which are noted below each table.
Frost Atronachs are left out of several lists.  Therefore, Frost Atronachs are only rarely encountered in planes of Oblivion; they are usually only encountered in conjurer lairs and a few other places such as Mankar Camoran's Paradise.
Xivilai come in both armed and unarmed varieties.  Which type appears is always randomly determined (with a three in four chance that the Xivilai is armed).

There are some quest-specific Daedra leveled lists that are not covered by this table. These quest-specific cases generally are just offset downwards from the standard leveled lists by 1 to 5 levels.

See Leveled Lists for details on how these lists are used to determine the probabilities of individual creatures appearing.



The editor names of the leveled lists that are covered by this table are as follows (including lists that are nearly identical, except for noted differences):
Standard = LL1DaedricBeast100, LL1DaedricBeast25, LL1DaedricBeast50, LL1DaedricBeast75, LL1DaedricBeastLvl100, LL1DaedricBeastLvl25, LL1DaedricBeastLvl50, LL1DaedricBeastLvl75
Conjurer = LL1ConjurerDaeda100, LL1ConjurerDaeda25, LL1ConjurerDaeda50, LL1ConjurerDaeda75, LL1ConjurerDaedaLvl100
Same list except that a Conjurer may also appear: LL2ConjurerLair100, LL2ConjurerLair25, LL2ConjurerLair50, LL2ConjurerLair75, LL2WildernessConjurerLair50
Oblivion Gate = LL1DaedricBeastOlivionGate100


The editor names of the leveled lists that are covered by this table are as follows (including lists that are nearly identical, except for noted differences):
Standard = LL1Daedra100, LL1Daedra25, LL1Daedra50, LL1Daedra75
Frost Atronach = LL1DaedraLvl100, LL1DaedraLvl25, LL1DaedraLvl75
Same list except Kynreeve is at level 15 (instead of level 14): LL1DaedraLvl50
Boss = LL1DaedraBossLvl100
Kvatch = KvatchTownBossCreature

Summons
The Summon effect page provides additional information about summon spells, such as spell cost and spell difficulty.
Summoned versions of creatures are unable to summon underlings
Summoned versions of creatures do not drop any ingredients. 



Clannfears
thumb|Clannfear Runt
thumb|clear=none|Clannfear
Clannfears are dinosaur-like Daedra that resemble a lizard with a large, bony crest on their head and a sharp beak and talons. They may represent common, wild animals in Oblivion.  The Clannfear Runt is a weaker version of the Clannfear that is encountered at lower levels. Due to their great speed and considerable strength, they are fearsome opponents, especially at lower levels.

All clannfears rely upon melee attacks using their heads, beaks, and/or claws.  They have the following resistances and weaknesses:
33% resist fire
20% weakness to shock
20% reflect damage from their Clannfear armor



Clannfear Runts
See Clannfears for general information.



Daedroths
Daedroth|thumb|right
Daedroths are another type of beast-like Daedra believed to be common as wild animals in Oblivion. (When talking of this specific creature, Daedroths is an acceptable plural form of Daedroth). They resemble large crocodiles who walk upright.

Daedroths attack using both melee attacks and fire damage.  They have the following resistances and weaknesses:
33% resist fire
20% weakness to shock
In addition, they will always cast their Daedroth Shield spell before entering combat.

 


Flame Atronachs
thumb|right|Flame Atronach
Flame Atronachs are the weakest of the three elemental atronachs that are encountered in Oblivion.  They appear as a semi-humanoid, female form with blackened armor (that cannot be looted) and are surrounded by a veil of flames.

Their primary attack is using Fire Damage spells.
This atronach has one major weakness that you can turn to your advantage: the attack pattern is painfully obvious at distanced range. They prefer to stay at a distance, in fact, so you should have no trouble dealing with them. Grab a bow or a destruction spell based on damaging health (other than anything related to fire of course) for example: Snowball.'' Then watch them closely. Right after it casts a fireball at you, dodge it by moving to either the left or right. Do not move AS the fireball is shot at you as you will get hit. Then shoot at them with your bow or spell. Repeat this process until the atronach is dead. 

If at close quarters, they will flail around wildly, hitting you with whatever they possibly can. Block the attacks any way you can and try as hard as you can to replenish your health when possible.

They have the following resistances and weaknesses:
100% resist fire (immune to fire damage)
100% resist poison (immune to poison)
15% reflect damage
50% weakness to frost: frost-based attacks are the most effective means of damaging Flame Atronachs

Though their bodies are encased in flames, standing in water doesn't seem to damage or affect Flame Atronachs in any way (like all atronachs, they are unable to swim). 

 


Frost Atronachs
Frost Atronach|thumb|right
Frost Atronachs are the intermediate-difficulty elemental atronachs that are encountered during the game.  They appear as a humanoid figure composed entirely of ice.  Frost Atronachs are not spawned by the standard Daedra leveled lists that are generally used in planes of Oblivion.  Therefore they are the least common type of Daedra.
The only leveled lists that will spawn Frost Atronachs in planes of Oblivion are those that generate boss-level or high-level Daedra, and even then only at level 13 or level 15, respectively.

Their primary attack is using Frost Damage spells (they have both touch and targeted versions).  They also have a strong melee attack.  Unlike Flame Atronachs, Frost Atronachs will actively pursue the player once detected.  They are able to heal themselves, so rapid attacks are recommended.  They have the following resistances and weaknesses:
100% resist frost (immune to frost damage)
100% resist poison (immune to poison)
15% reflect damage
50% weakness to fire: fire-based attacks are the most effective means of damaging Frost Atronachs
 


Scamps
thumb|right|Stunted Scampthumb|right|clear=none|Scamp
Scamps are the weakest Daedra encountered in Oblivion (especially the smaller, weaker version, Stunted Scamps).  Stunted Scamps are encountered starting at level 1; regular Scamps are encountered starting at level 7.  However, some quests involve regular scamps even if you undertake them before level 7; see Scamp Skin for more detailed information.

Stunted Scamps primarily use a fire spell, even if you come close to them, but will occasionally use a melee attack.  Regular Scamps generally cast their Scamp Reflection greater power on themselves before starting to fight.  If you are close to them, Regular Scamps primarily use melee attacks but otherwise use their fireball spell.  All scamps have the following resistances and weaknesses:
33% resist fire
20% weakness to shock



Stunted Scamps
See Scamps for general information.



Spider Daedra
Spider Daedra and Spiderling|thumb|right
Spider Daedra are relatively powerful Daedra, encountered starting at level 18.  They look like giant spiders with human female torsos.  Spider Daedra will always summon Spiderlings, which are identical in appearance to Spider Daedra except smaller.

In combat, Spider Daedra rely upon their Spiderlings to keep you occupied, while they keep their distance and cast Shock Damage spells at you.  The Spiderlings will run up and spit at you; the spit's paralysis effect is particularly dangerous.  It is best to ignore the Spiderling and focus on killing the Spider Daedra; if the Spiderling is killed, another will just be immediately summoned. You can use Dispel on the Spider Daedra to easily get rid of the Spiderlings, which will cause the mother to drop everything and summon another, giving you lots of free hits. If forced into close combat, Spider Daedra will also use their melee attack which is enhanced by Poison Spit; unlike the Spiderling, the spit does not cause paralysis, but instead damages your health, speed, and agility.  Spider Daedra also have the ability to heal themselves.  Both Spider Daedra and Spiderlings have the following resistances and weaknesses:
100% resist paralysis (immune to paralysis)
33% resist fire
20% weakness to shock
30% weakness to frost

 


Storm Atronachs
Storm Atronach|thumb|right
Storm Atronachs are Daedra of elemental shock, and are the strongest elemental atronachs that are encountered in Oblivion.  They appear as a cluster of rocks quickly revolving around an unseen center of mass.

Their primary attack is using Shock Damage spells (they have both touch and targeted versions).  They also have a strong melee attack.  They have the following resistances and weaknesses:
100% resist shock (immune to shock damage)
100% resist poison (immune to poison)
100% resist paralysis (immune to paralysis)
15% reflect damage
With their large health and lack of weaknesses, Storm Atronachs can be very challenging enemies.
 

: For some reason several of The Sunken One's spells are labeled as though they were frost damage spells, even though they're actually shock damage.  You'll probably never see this, however, unless you open your stat window immediately when being hit with one.

Xivilai
A Xivilai|thumb|right
Xivilai are highly intelligent Daedra that are only encountered at high levels.  (Xivilai is both the singular and plural form of this word).  Although similar to Dremora, in that they are both humanoid Daedra, Xivilai have no caste system and therefore do not have any ranks.  Also, Dremora are considered to be NPCs, whereas Xivilai are creatures.

All Xivilai have multiple spells they can cast, including fire and shock damage spells. Xivilai will almost always summon a Clannfear immediately at the start of a battle.  In addition, many Xivilai are armed with a two-handed weapon (claymore, warhammer, or battle axe) that they wield one-handed. All Xivilai have the following resistances and weaknesses:
33% resist fire
20% weakness to shock
33-50% Spell Absorption: armed Xivilai all have 33%, and unarmed have 50%.
Stunted Magicka: they rely upon spell absorption to regenerate magicka, so be cautious about casting spells at them.

 

  

  

Dead
These creatures are all already dead, and are mainly of interest because of the possibility of finding loot on some of their corpses.


Test
These creatures are listed in the construction set but are never found in-game.