Creatures ( Oblivion ) The following is a list and description of creatures found in the province of Cyrodiil : Daedra . Clannfear . 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 possible , 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 . They resemble bipedal triceratops . Clannfear Runt . The Clannfear Runt is a smaller , weaker version of the normal Clannfear . Unlike the normal Clannfear , however , they do not drop Clannfear Claws . Daedroth . 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 , it is recommended to use enchanted weapons to damage their huge amount of health . ( They have a similar appearance to that of a lizard - like aligator - type monster that stands on two hind legs ) Dremora Churl . 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 . Dremora Caitiff . 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 ; they do drop their shield . Dremora Kynval . 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 . Dremora Kynreeve . The Dremora Kynreeve is the lowest rank of officer in the Mehrunes Dagon ' s army . They make up for the bottom tier of units 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 . Dremora Kynmarcher . 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 . Dremora Markynaz . 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 . Dremora Valkynaz . 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 . Flame Atronach . The Flame Atronach is a powerful Daedric summoning associated with the element fire . Crystalline elemental fire compounds called Fire Salts may be salvaged from the remains of Flame Atronachs . They prefer to stand off and blast their enemies with fireballs , but they are equally dangerous in melee . Use frost magic to bring them down quickly . They are the only Atronach to have a female appearance . But do not be fooled : These Atronachs are not small and weak as they seem to be ; they can deal a great damage , and even set fire to their enemies . Frost Atronach . The ponderous Frost Atronach makes up in hitting power what it lacks in speed , so stay out of reach of its huge fists . It makes for the lesser guards in the Fortresses of Dagon , so when near gate levers , beware of their presence . In comparison to the Flame Atronach , the Frost Atronach maintains its hostility to enemies , so running is not an option . Its freezing grip can do lasting frost damage , and it can hurl icy chunks of its body great distances . Scamp . 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 . Spider Daedra . The bizarre Spider Daedra can spit poison great distances , along with shock spells . But , even more deadly is its ability to summon a tiny spiderling that has a paralyzing bite . It is best to avoid close combat with these foes . Storm Atronach . These Atronachs are associated with 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 its 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 spell . Stunted Scamp . A smaller and weaker cousin of the Scamp . They shoot Fireballs at any who venture towards their domain . Xivilai . The Xivilai is quite possibly the most fearsome of all Daedra . Standing in at seven 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 a Xivilai is confronted , watch out for their fire and shock damage spells . Also note that in battle , they will summon Clannfear almost immediately , so eliminate this target first . They additionally use two - handed weapons in combat ( But whats more surprising is that they are strong enough to wield a two handed weapon . . . in one hand ! ) as well . " Summoned " Xivilai have the further chance of summoning a Clannfear . Ancient Ghost . 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 . Black Bear . 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 . Brown Bear . This huge bear can take a tremendous punishment and can still stay on its feet . A blow from its paw can stagger even the mightiest warrior , so treat this woodland giant with respect . Boar . 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 . A unique , prized Boar named Porkchop can be found in the arena of the Imperial City and is a widely known mascot for the blue team . Deer . 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 . Dog . 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 . Dread Zombie . 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 . Faded Wraith . 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 . Gran Struthe . The body of Gran Struthe can be found in Fort Scinia . Ghost . These restless spirits can only be harmed with silver or enchanted weapons . Beware of their ability to curse fatigue . Gloom Wraith . 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 . Goblin . 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 . One can often find them roaming the wilds , or deep within caves and sewers . Goblin Skirmisher . The Goblin Skirmisher is stronger than the common Goblin and is often armed with a bow . Goblin Berserker . The Berserker carries the best weapon of any Goblin and may also carry a shield . Their high agility makes them formidable melee opponents . Goblin Shaman . 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 ( whats sinister is the fact that the staff usually has the appearance of a totem pole with a disfigured goblin head mounted on top ) , but even without it has a range of spells to call on in combat , including summoning a headless zombie . Goblin Warlord . The Goblin Warlord is the most powerful Goblin , wielding a variety of weapons and a shield . Headless Zombie . 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 . Bay Horse . More expensive than the Paint Horse , the Bay Horse is faster , but with lower health . Chestnut Horse . The Chestnut Horse is faster than the Bay and Paint Horses but has the lowest health of all horses . Paint Horse . The hardy Paint Horse is a good choice for anyone needing a reliable mount for a reasonable price . White Horse . The White Horse is as fast as the Chestnut Horse , but far sturdier . Only the Black Horse is faster ( as well as Shadowmere ) . Black Horse . 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 . Imp . 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 . Land Dreugh . 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 . Lich . 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 . Minotaur . A fierce fighter with either fists or a warhammer . Watch out for the Minotaur ' s head - butt , which will not only severely injure its foe , but will also heavily damage their armor . A determined foe , Minotaur ' s will often follow their prey over field and forest , finally surprising the traveler when they think they have reached safety . Minotaur Lord . The Minotaur Lord adds magic resistance to the already dangerous capabilities of the normal Minotaur . Mountain Lion . The Mountain Lion ' s high agility and heavy strike make it a very dangerous melee opponent . Mudcrab . A dangerous nuisance near any body of water , Mudcrabs are interesting only as a source of succulent crabmeat . Nether Lich . A weaker version of the Lich , the Nether Lich is still a formidable opponent , with almost all of the same dangerous magic abilities . Ogre . The huge Ogre deals tremendous damage with its fists , if it can get close enough . Despite their great size , Ogres are surprisingly susceptible to poisons of all kinds . Rat . 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 . These are the first creatures that are not humanoid to be encountered in . Sheep . The common domesticated sheep is placid and non - aggressive . Skeleton . 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 . Skeleton Guardian . The Skeleton Guardian dimly remembers its former life as a warrior and wields mace , shield , and bow with deadly skill . Skeleton Hero . 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 . Skeleton Champion . The Skeleton Champion is a dangerous opponent in melee combat and will often carry a weapon as good as an Emperor ' s . Slaughterfish . The slaughterfish is an aggressive predator found in both open waters and subterranean pools , its scales are also hunted for alchemy . Timber Wolf . A larger and fiercer cousin of the Wolf , Timber Wolves can bring down the largest prey when a pack has assembled . Spriggan . Spriggans are guardian nature spirits , found both above and below ground . When in combat , Spriggans will summon a black bear to help take down its enemies . It also has the ability to heal itself completely three times , so it can be a very difficult opponent to kill , unless defeated quickly . Troll . 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 . To the common civilians in Cyrodiil it is a perfectly acceptable to run if said trolls are seen . Will - o - the - Wisp . The Will - o - the - Wisp is unlike any other creature that can be encountered in Cyrodiil . 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 , only Silver , Daedric or enchanted weapons . Wraith . 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 . Wolf . 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 .