D&D 5e: Skyrim Handbook

Contents

Introduction 1
Races 2
Weapons and Armor 9
Enchanting 11
Thu'um 14
Monster Manual 22
Credits 53

Introduction

The Elder Scrolls universe is an amazing source of adventure ideas and inspiration. When Skyrim came out in 2011, it was no different; it captured the imagination and hearts of many players, including me.


I am sure many D&D players wanted to adapt Skyrim into their game, use some of the interesting monsters that exist in the world, or play the Elder Scrolls races. So, let's get started.

1

Races

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Argonian

Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater. Argonians make proficient thieves, as they have a natural knack for lockpicking.

Culture


Politics

After conquest of the Dunmer province of Morrowind, little is known about the politics of the Argonians in the Fourth Era. There is an Argonian political faction called the An-Xileel, but there is little information about them, except they're composed of mostly, if not all, Argonians, and that they pushed back Mehrunes Dagon's forces during the Oblivion Crisis in Black Marsh, and were also the faction responsible for orchestrating the conquest of Morrowind.


Assemblage

In Windhelm, Argonians are sequestered from the predominantly Nordic population, and are forced to live at the Argonian Assemblage, located at the city docks. After the mass exodus of Dunmer and Argonian peoples to Windhelm, the citizens became suspicious, worrying that the immigrants would influence or otherwise dilute their culture, and so forced them into segregation. Largely, this extreme behavior was inspired by the political confrontation between the Empire of Tamriel and the rulers of Skyrim. However, this eventually just turned into blatant racism.


Marriage

Unlike the citizens of Skyrim, who prefer to marry using an Amulet of Mara, some Argonians adhere to their native marriage traditions. In Black Marsh, it is customary to present a lover with an Argonian Wedding Band, which is crafted by the courting member. Each ring is unique and has personal meaning to the creator and the recipient.

"In Black Marsh, tradition dictates we present a potential mate a unique wedding ring to represent our future bond."

"Every Argonian wedding proposal band is supposed to have three flawless amethysts as part of their design. Two of the gems, the ones on the outside, represent the couple to be married... one for the husband, one for the wife. The amethyst in the center represents The Hist, the entity that all Argonians consider a sacred part of our lives." - Talen-Jei


Argonian traits


Ability score increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.


Size. Argonians usually stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Swim. You have a swimming speed of 30 feet.


Amphibious. Thanks to your argonian anatomy, you can breath both underwater and on land.


Darkvision. Darkvision. Accustomed to life underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Quick handed. You gain proficiency with the Sleight of Hand skill.


Argonian Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9 of the Player's Handbook).


Languages. You can speak, read, and write Common and Primordial.

2

Altmer

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Biology

As a race, some Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and much taller than other mer. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Bretons, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow. Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. High Elves are well known for their noble countenance, and are arrogant or disdainful more often than not when addressing humans.


Fourth era history

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The Great War

__ Between the Oblivion Crisis and Dragon Crisis, the Mede Empire is attacked by the Aldmeri Dominion, an alliance of Elves, comprised mainly of the Altmer and their Bosmer allies. The Empire saved itself only by negotiating the White-Gold Concordat, a treaty which seems to heavily favor the Dominion, though there were great casualties on both sides. The Elves' ruling government, the Thalmor, are Elven supremacists determined to end the dominance of man and the Empire as a whole. They also call the Great War the "First War with the Empire."

The While-Gold Concordat

__ The White-Gold Concordat enables the Thalmor to move freely throughout the Empire and to suppress the worship of the Man-God Talos. Resentment toward the Altmer, and toward the Empire for surrendering to them, runs rampant in the proud Nords of Skyrim.

Presence in Skyrim

__ Many of the Altmer encountered emigrated from the Summerset Isles to become Alchemists, Enchanters, and mages in Skyrim. Others became members of the College of Winterhold, due to their innate magical abilities. Another potential possibility is that during the rise of the Thalmor, many Altmer with strong loyalty to the Empire fled the Summerset Isles to escape the new Aldmeri Dominion. Even so, the Stormcloaks still show prejudice to the Altmer, though on a much lesser scale than their Dunmeri cousins from Morrowind.

After the signing of the White-Gold Concordat, Altmeri presence in Skyrim have increased considerably, mostly in the form of Thalmor soldiers and Justiciars. They explicitly outlaw the worship of Talos and thus have angered a majority of Skyrim's denizens. The fact that people are being taken out of their homes or off the streets by the Thalmor with little to no evidence of actual Talos worship indicates that the reason of stamping out Talos worship may just be a front, with the


real intention of sabotage and/or demoralization.


Culture

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Origins and identity

__ The Altmer are one of the oldest races on Tamriel, one of the earliest descendants of the original mer race of Aldmer, and from there, through the Ehlnofey to the divine et'Ada themselves. As a race, they are extremely proud of their Aldmeri heritage, and make a concerted effort to maintain their genetic lineage. Their name translates from the Aldmeri language as High Ones or Cultured Ones. For their part, the Altmer argue that they are the first true culture on Tamriel, and still the most civilized race, an argument that even human scholars find difficult to refute.

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Homeland

__ The Altmer primarily live in the province of Summerset Isle, a large island off the southwest coast of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri ancestors arrived on Summerset Isle after fleeing the catastrophic sinking of their original home continent, Aldmeris. From here, splinter groups of Aldmer spread throughout Tamriel, but the Altmer remained on the Isles, acting as the nominal head of the empire of meri nations on Tamriel. For most of the Merethic Era, the other races of elves on Tamriel acknowledged the Altmeri king as their own ruler, a practice which persisted until the founding of the Camoran Dynasty in Valenwood marked the start of the First Era and the beginning of the decline of Altmer-dominated Tamriel. Their influence is still felt across the continent, however, as their culture forms the basis for the religion, language, and even architecture of the Cyrodiilic Empire.

Altmer traits

__ As Altmer are high elves, use the high elf traits from chapter 2 of the 5th edition Player's Handbook.

3

Imperial

__ Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years.

Biology and culture

__ Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. However, Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. If they are not part of the Imperial Legion, they typically serve as diplomats, traders, stewards, and craftsmen — which is well-suited, since Imperials are known for their diplomatic skills and cosmopolitan ideology.

The phrase "Imperial Race" is a bit of a misnomer. The people of Cyrodiil are divided into two ethno-cultural groups: Nibeneans and Colovians. Both descend from the native Nedic and Cyro-Nordic peoples that were enslaved by the Ayleids, but diverged a bit after consecutive invasions and interactions with other races. Both groups reflect the Empire's culture — a hybrid of Nordic, Aldmeri, and Akaviri culture.


Imperial traits

Ability score increase. Your charisma score increases by 2, and two other ability scores of your choice increase by 1.

Size. Imperials usually stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Imperial combat training. You have proficiency with longswords, light armor and medium armor.

Tool proficiency. You gain proficiency with one set of artisan's tools of your choice.

Languages. You can speak, read, and write Common, as well as another language of your choice.

4

Bosmer

Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth and light footing.

Fourth era history

After the War of the Blue Divide in the Third Era, in which the Altmer defeated the Bosmer in Valenwood, the Altmer and Bosmer were the core of the newly formed Aldmeri Dominion and its Thalmor forces. The Dominion very nearly destroyed the Empire, if not for the Battle of the Red Ring, which forced the Elven armies to withdraw from Cyrodiil. Following its victory in the Great War, the Third Aldmeri Dominion experienced increased prestige and power that the Mer had not possessed since the First Aldmeri Dominion, which had been defeated by Tiber Septim in the final years of the Second Era. Confident of its ability to defeat the Mede Empire, the Dominion further expanded its influence into the other provinces of Tamriel, including the homeland of the Nords: Skyrim. It also reestablished diplomatic relations with the Mede Empire, even though they were still engaged in a cold war. Malborn, from the quest Diplomatic Immunity, hates the Thalmor as evidenced by him helping the Dragonborn infiltrate a Thalmor party. According to Delphine, Malborn's family was killed by the Thalmor in Valenwood. Therefore, Malborn's family was possibly made of Imperial allies or sympathizers.

Bosmer traits

As Bosmer are wood elves, use the wood elf traits from chapter 2 of the 5th edition Player's Handbook.


Breton

Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance, but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may also carry Aldmer blood, which would further account for their magical prowess.

Culture

Unlike the neighboring Redguard and Dunmer populations, the Bretons do not have many of their number in Skyrim. Some, however, do take to city life and are a minority in settlements.

The Reachmen

In the Reach reside a group of Bretons, known as the Reachmen, historically regarded as a barbaric race involved in dark and extreme practices. Twenty years before the events of Skyrim, the Reachmen were involved in an armed uprising against the Nords that ruled Markarth. They took the city by force, due to a belief that it belonged to the native population. They were soon driven out by Ulfric Stormcloak, prior to his own conflict with the Empire.

Professions

Bretons often take the role of court wizard to a Jarl, or study as scholars at the College of Winterhold. Occasionally, one may also see a Breton merchant, such as Belethor.

Breton traits

Even though they are half-elven, Bretons severely differ from half-elves described in the Player's handbook.

Ability score increase. Your intelligence score increases by 2, and one more ability score of your choice increases by 1.

Size. Bretons vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Innate resistance. You have advantage on all Strength and Constitution saving throws against magic.

Fey ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Languages. You can speak, write and read Common and Elven.

5

Dunmer (dark elf)

The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind but can be encountered anywhere in Tamriel. Notable, after the eruption of Red Mountain, many Dunmer fled to Skyrim. There, they face extreme prejudices due to their elven blood and their status as refugees. Despite this, several Dunmer have established a foothold in Skyrim as skillful merchants and mages.

Biology

Dunmer have glowing red eyes and grayish skin tones that range from shades of blue to green.


History

Migration- Red Mountain eruption

After the eruption of Red Mountain, many Dunmer fled to Skyrim. Several took up residence at the College of Winterhold, to bolster their innate magical talents. Many more fled to Windhelm, the seat of the Stormcloaks' resistance against the Empire of Tamriel.

Azura's vision

Before the destruction that led to the mass exodus of Dunmer, several of the faithful of Azura received visions of the eruption of Red Mountain. Setting out for Winterhold, these Dunmer built the Shrine of Azura and remained there as priests and priestesses, though they eventually left over time, until only one remained, Aranea Ienith.

Dunmer traits

Ability score increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Size. The Dunmer range from under 5 to aver 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen senses. You have proficiency in the Perception skill.

Fey ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. The Dunmer don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Innate resistance. You have resistance to fire damage.

Languages. You can speak, read, and write Common and Elvish.


Khajiit

"Khajiit has wares, if you have the coin."

Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit are Cathay and are recognizable by their feline appearance and their sly accent. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.

Abilities and professions

Known for their natural agility and stealth, many Khajiit disdain weapons in favor of their claws. When involved in combat, they often flatten their ears, narrow their eyes, and show their teeth (similar to a real-life cat). Due to their stealth skills, beguiling wit, and latent agility, they make adept thieves and assassins. Many Khajiit are also warriors, although this is mainly true of the Cathay-raht, a breed taller and more powerful than the Cathay that are rarely found outside Elsweyr. The Cathay found in Skyrim are much more agile and in addition to their natural agility and proficiency in stealth, they have the added benefit of night vision. These skills, combined with the general tendency of humans and mer to look down on Khajiit and "beasts", leads many Khajiit outside of their home province to become professional assassins, thieves or bandits in other lands.

Other Khajiit in the province of Skyrim find their cunning nature suitable for mercantilism and trade. Still more are involved in the illegal smuggling of Skooma, a popular narcotic in Skyrim

Public image and history

Khajiit are typically viewed as second-class citizens due to their bestial appearance. Many more of viewed as cheats, liars, thieves, and drug-addicts—which is accurate in some cases. Because of this, citizens have difficulty trusting Khajiits. Racial slurs for Khajiits have emerged from this negative stereotype, being called "cat," "rug," or "carpet."

Khajiit are the subject of racial discrimination all across Skyrim, as they are thought to be more criminally inclined than other races. According to Ahkari, a female Khajiit trader who sells in almost every hold in Skyrim: "...it is the Nords. They do not like outsiders in their land, and so we are forbidden to enter the cities. When they look upon us, they see only pickpockets and Skooma dealers." Thus, Khajiit caravans are forced to conduct business and encamp entirely outside of city walls.

They were oppressed and enslaved by rich families and primary industries in Morrowind, until very recently when King Helseth outlawed slavery. They also have a strong racial dislike for Argonians (a feeling requited by their eastern neighbors). This causes tension in the southern Cyrodiilic cities of Leyawiin and Bravil, where Elsweyr and Black Marsh are both fairly close, and which have strong populations of both races.

The Confederation of Elsweyr was the third kingdom taken by the Second Aldmeri Dominion, with its secession in 4E 99, after the moons disappeared for three years. This change of leadership, however, did not rectify the racism that the mer and men have for the Khajiit, and many are still considered nothing more than second class citizens and petty brutes.

6

Biology

The most notable characteristic of the Khajiit is their feline appearance. Being based upon real-life cats, they resemble them, and the range of facial feature combinations enable them to have numerous and varied faces. Some resemble New World mountain cats, such as lynx, bobcats, and cougars, while others display features tantamount to those of Old World cat species, including tigers and leopards, and more yet resemble domestic cats.

Their faces are often speckled with spots or dashed with stripes, although they are relatively faint, especially in comparison to the bold markings of real-world cats. Their range of accessories includes hair, similar to human and meri hair in many compliments, along with some unique to Khajiit, such as lynx-like fur extensions of the ear tips. They also customize themselves with earrings and facial hair, most being similar to standard beards or mustaches and including tiger-like sideburns, optionally with beads tied in.

Lunar influence

The appearance and physiology of a Khajiit is based on the lunar calendar of Masser and Secunda. The Khajiit seen in Skyrim are Cathay and only encompass some of the possible forms they can assume at birth, ranging from a general house cat, to giant feral beasts or even small Bosmer.

Khajiit traits

Ability score increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Size. Khajiit usually stand between barely 5 feet, to almost 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Thanks to your Cathay blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Stealthy. You have proficiency in the Stealth skill.

Claws. You have a pair of claws that you can draw and sheathe a will. These claws are light, finesse weapons that deal 1d3 points of slashing damage.

Languages. You know how to speak, read and write Common and Sylvan.


Nord

Victory... or Sovngarde!

Nords are a race that were led to Skyrim by Ysgramor. They are tall, fair-haired and pale skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. They issue a battle cry to make their enemies flee for a short time. Nords comprise the majority of the Stormcloaks, as well as the majority of the population of Skyrim.

Nord traits

Ability score increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Size. Nords vary widely in height and build, from 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Nordic resilience. You have resistance to cold damage, and have advantage on saving throws against natural cold (in a freezing mountain pass without warm clothes, for example).

Nordic weapons training. You have proficiency with greataxes, warhammers and greatswords.

Nordic toughness. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.

Languages. You know how to speak, read and write Common and one additional language of your choice.

7

Orsimer (orc)

"Orcs, also known as Orsimer, are natives of Orsinium, a small mountain kingdom between Hammerfell and Skyrim. It has been sacked and rebuilt many times."

The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. They are possibly a variant of elves or mer, hence the name "Orsimer," meaning "Pariah Folk." Other sources state they are beastfolk. Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.

Strongholds

Most orcs are found in strongholds throughout Skyrim, though some are seen in major cities such as Morthal and Markarth. They do not allow strangers to enter them without first making them show their worth to them; this is usually accomplished by completing something important to the orcs, whether is it killing their enemies, acquiring an item of value, or something else.

Orsimer traits

As Orsimer are phisically quite similar to half-orcs, use the half-orc traits from chapter 2 of the 5th edition Player's Handbook.


Redguard

Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield. The most naturally talented warriors in Tamriel, the dark-skinned Redguards of Hammerfell seem born to battle. However, their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot.

History in the Fourth Era

Hammerfell, the Redguard's homeland, had recently survived a massive invasion by the Aldmeri Dominion. Though they were aided by the Imperial Legion, the following peace treaty gave a large chunk of the region to the elves. The Redguards refused to accept those terms, and succeeded in reclaiming their homeland from the Dominion, which lead to the separation of Hammerfell from the Mede Empire as an independent nation. There is now distrust between the Redguard and the Imperials.

It is interesting to note that the Redguards pushed back the Elven armies twice before, and would have dominated Tamriel if not for the opposition in Cyrodiil during the Empire's formation. With the signing of the Second Treaty of Stros M'kai in 4E 180, the Aldmeri Dominion completely withdrew from Hammerfell. This makes Hammerfell the only country to have actually defeated the Aldmeri Dominion, and this largely without the aid of the Empire. The history of Hammerfell was filled with war until finally, because of forced cooperation between Forebears and Crowns, the civil war in Hammerfell has ended, which is likely to lead to a prosperous future.

Religion and culture

The main religion of Hammerfell is a mix between ancestor worship and faith in the traditional Yokudan pantheon. According to Trayvond the Redguard, in Hammerfell, they "don't much like spell casters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." They are not fond of Conjuration, relating it to Necromancy, or Illusion, because it unwillingly alters the mind of an opponent. However, he does mention that he and other Redguards are rather fond of Destruction spells, as that school of magic suits their culture well.

Redguard traits

Ability score increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Size. Redguards usually stand about 5 to 6 feet tall. Your size is Medium.

Speed: fleet of foot. Your base walking speed is 35 feet.

Redguard weapon training. You are proficient wih 2 martial weapons of your choice, as well as light armor.

Languages. You know how to speak, read and write Common and one addional language of your choice.

8

Weapons

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Daggers

All daggers have the light and finesse properties.

Daggers
Material Damage Properties
Iron 1d3 -
Steel 1d4 -
Silver 1d4 +1d6 damage against werewolves and undead
Elven 1d4 +1 on attack rolls
Glass 1d4 +1 on damage rolls
Dwarven 1d4 +1 on attack and damage rolls
Orcish 1d4 +2 on damage rolls
Ebony 1d4 Deals maximum damage on critical hits, +2 on attack and damage rolls
Daedric 1d6 Deals maximum damage on critical hits, +2 on attack and damage rolls
Dragonbone 1d6 Deals maximum damage on critical hits, +3 on attack and damage rolls

Swords

All swords have the light and finesse properties.

Swords
Material Damage Properties
Iron 1d4 -
Steel 1d6 -
Silver 1d6 +1d6 damage against werewolves and undead
Elven 1d6 +1 on attack rolls
Glass 1d6 +1 on damage rolls
Dwarven 1d6 +1 on attack and damage rolls
Orcish 1d6 +2 on damage rolls
Ebony 1d6 Deals maximum damage on critical hits, +2 on attack and damage rolls
Daedric 1d8 Deals maximum damage on critical hits, +2 on attack and damage rolls
Dragonbone 1d8 Deals maximum damage on critical hits, +3 on attack and damage rolls

Axes

All axes have the light property.

Axes
Material Damage Properties
Iron 1d4 -
Steel 1d6 -
Silver 1d6 +1d6 damage against werewolves and undead
Elven 1d6 finesse
Glass 1d6 +1 on damage rolls
Dwarven 1d6 +1 on attack and damage rolls
Orcish 1d6 +2 on damage rolls
Ebony 1d6 Deals maximum damage on critical hits, +2 on attack and damage rolls
Daedric 1d8 Deals maximum damage on critical hits, +2 on attack and damage rolls
Dragonbone 1d8 Deals maximum damage on critical hits, +3 on attack and damage rolls

Maces

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Maces
Material Damage Properties
Iron 1d6 -
Steel 1d8 -
Silver 1d8 +1d6 damage against werewolves and undead
Elven 1d8 light
Glass 1d8 +1 on damage rolls
Dwarven 1d8 +1 on attack and damage rolls
Orcish 1d8 +2 on damage rolls
Ebony 1d8 Deals maximum damage on critical hits, +2 on attack and damage rolls
Daedric 1d10 Deals maximum damage on critical hits, +2 on attack and damage rolls
Dragonbone 1d10 Deals maximum damage on critical hits, +3 on attack and damage rolls

Armor

Light armor
Material Armor Class (AC) Strength Stealth Weight Properties
Leather 11 + Dex modifier - - 10lb. -
Hide 11 + Dex modifier - - 12lb. -
Elven 12 + Dex modifier - Advantage 10lb. -
Chitin 13 + Dex modifier (max 2) - - 15lb. -
Scaled 14 + Dex modifier (max 2) - Disadvantage 45lb. -
Glass 13 + Dex modifier - - 20lb. -
Stalhrim 15 + Dex modifier (max 2) - - 40lb. Damage reduction 1
Dragonscale 14 + Dex modifier - Advantage 15lb. Damage reduction 1
Heavy armor
Material Armor Class (AC) Strength Stealth Weight Properties
Iron 14 - Disadvantage 40lb. -
Steel 16 STR 13 Disadvantage 55lb. -
Orcish 17 STR 15 Disadvantage 60lb. -
Dwarven 18 STR 15 Disadvantage 65lb. -
Nordic 18 STR 15 Disadvantage 65lb. Damage reduction 1
Ebony 19 STR 15 Disadvantage 60lb. Damage reduction 1
Daedric 19 STR 15 Disadvantage 60lb. Damage reduction 1, Critical hit immunity
Dragonplate 20 STR 15 DIsadvantage 55lb. Damage reduction 2, Critical hit immunity

Enchantments

Finishing the infusion of his longsword, the warlock reveals a small smile. "I think I'll call you...the Blooddrinker," he said. "Because that is why I will use you for.


Enchanting is essentially a crafting skill, infusing a piece of equipment with souls of the slain to power it. The strength of enchantment depends on the power of the soul used to power it, and requires a gem filled with a soul to use with any effect, as well as a certain knowledge of the arcane. There are 6 categories of soul gems: Petty, Lesser, Common, Greater, Grand and Black. Black soul gems don't improve the quality of the enchantment, they just extendits duration


The pettiest enchantments can be created by someone even moderately knowledgeable in the arcane arts, while stronger enchantments require great knowledge and power.

Mechanics

  1. When adding an enchantment to an item, you must have an appropriate soul gem (Example: "Absorb health" enchantment restores 1/2/3/4/5 health to the user on a successful hit. If a petty soul gem is used to create it, it heals 1 hp; if a black soul gem is used, it heals 6hp.)

  2. You can learn how to apply an enchantment by studying a piece of equipment that already posseses it. Unfortunately, that piece of equipment is destroyed in a process.

  3. It takes 7 days per soul category used, starting with petty, to craft an enchanted item. At the end of this period, a caster crafting the item must make an Arcana check: DC 15 for Petty, DC 17 for Lesser, DC 19 for Common, DC 21 for Greater, DC 23 for Grand, or DC 25 for Black soul gem used. If the check fails, the soul gem is wasted with no effect, and caster takes 2d10 points of necrotic damage per soul gem category; this damage can only be healed by finishing a long rest. The caster may take 10 on this check, but not 20.

  4. When an item is crafted, it gains a number of charges equal to the Arcana check result; add 10 to the number of charges for each soul gem category above Petty. After these charges are expended, the caster can spend an amount of days, using the same formula as under the previous step; however, the caster automatically succeeds on the Arcana check, and restores an appropriate number of charges to the weapon.

  5. You can only use an enchantment once per round, unless stated otherwise. The enchantments of the same type don't stack.

    
    

Soul gems

Petty souls: CR <5


Lesser souls: CR 5-8


Common souls: CR 9-12


Greater souls: CR 13-16


Grand souls: CR 17+

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Weapon enchantments

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Absorb health

With this enchantment, your weapons gain an ability to drain the life force from your enemies. When you hit a hostile creature with a melee attack, you gain 1/2/3/4/5 temporary hp. You can only use this enchantment once per round, and it expends one charge when you do.

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Banish

This enchantment functions as the spell banishment, including the concentration (Spell DC = 8 + your proficiency bonus + your Charisma or intelligence modifier, your choice). When you make a Weapon Attack with a weapon and hit, you can try to send the creature to its native plane. The maximum CR of the creature you can affect depends on the soul gem used in an enchantment: 2/4/6/8/10. You can only use this enchantment once per round.

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Chaos

With this enchantment, your weapons become imbued with a destructive power of chaos. When you hit a hostile creature with an attack, roll 1d8. If you roll a 1 or 2, nothing happens. If you roll a 3 or 4, you deal 1/2/3/4/5 fire damage to the target. If you roll a 5 or 6, you deal 1/2/3/4/5 cold damage to the target. If you roll a 7 or 8, you deal 1/2/3/4/5 electricity damage to the target. You can only use this enchantment once per round.

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Fire

With this enchantment, your weapons become fiery around the edges. When you hit a hostile creature with an attack, you deal an extra 1d2/1d3/1d4/1d6/1d8 fire damage. You can only deal this extra damage once per round.

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Frost

With this enchantment, your weapons become blue and cold around the edges. When you hit a hostile creature with an attack, you deal an extra 1d2/1d3/1d4/1d6/1d8 cold damage. You can only deal this extra damage once per round.

Shock

With this enchantment, your weapons become sparkling blue around the edges. When you hit a hostile creature with an attack, you deal an extra 1d2/1d3/1d4/1d6/1d8 electricity damage. You can only deal this extra damage once per round.

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Silent Moons enchant

WIth this enchantment, your weapons glow bright green color during the night, and faint yellow during the day. If used during the night, this weapon deals an extra 1/2/3/4/5 radiant damage on hit. You can only deal this extra damage once per turn.

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Soul Trap

With this enchantment, your weapon gains an ability to drain the power of a soul from you opponent. When you hit a creature that isn't an animal with this weapon, the power of its soul is transferred into an empty soul gem in your possesion if the target dies within 6/12/18/24/30 rounds. Weaker souls will fit into larger gems, but stronger souls require stronger soul gems. This ability doesn't actually capture a soul, just a fraction of its power. You can only use this enchantment once per round.

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Apparel

Enchantment effect on apparel are permanent; they do not require recharging.


Fortify alchemy

This enchantment fortifies your ability to brew potions and other things alchemy allowes. While active, this enchantment provides a + 1/2/3/4/5 bonus to checks you make with alchemist's tools.

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Fortify archery

This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to all Attack rolls you make with ranged weapons.

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Fortify barter

While this enchantment is active, you gain + 1/2/3/4/5 to Charisma-based ability checks made to negotiate a price of an item.

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Fortify block

This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to your Armor Class while carrying a nonmagical shield.

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Fortify carry weight

While this enchantment is active, you can carry an additional 10/20/30/40/50 lb. of equipment.


Fortify spell school

This enchantment can empower any one spell school, and requires a Grand or greater soul gem for it to take effect. The spells of the school this enchantments empowers have their save DC calculated as follows: 9 + proficiency modifier + caster's spellcasting stat modifier.

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Fortify healing rate

If you have this enchantment on yourself for longer than 24 hours, the minimum number you can roll when expending hit dice during a short rest equals 2/3/4/4/5.

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Fortify health

While this enchantment is active, your stamina and ability to withstand blows is improved. Your maximum health is increased by 2/4/6/8/10.

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Fortify armor

This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to your Armor Class while carrying a nonmagical armor.

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Fortify lockpicking

This enchantment improves your ability to pick locks, letting you feel when have you made a mistake. While this enchantment is active you gain a + 1/2/3/4/5 on ability checks with thieves' tools involving lockpicking.

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Fortify light weapons

This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to all Attack rolls you make with light or finesse melee weapons.

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Fortify pickpocket

This enchantment helps you make subtle movements unnoticed when you're trying to pickpocket someone (or something). While this enchantment is active you gain a + 1/2/3/4/5 on sleight of hand checks that involve lockpicking.

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Fortify sneak

This enchantment helps you sneak unnoticed when you want to, but is quite powerful, and requires a Common or larger soul gem to provide any mechanical benefits. While this enchantment is active, you gain a + 1/2/3 bonus on your Stealth checks.

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Fortify heavy weapons

This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to all Attack rolls you make with melee weapons that aren't light or finesse.

Fortify unarmed

This enchantment helps you fight with your bare fists, but requires Common or larger soul to provide any mechanical benefit. While active, you unarmed strikes deal 1d2/1d4/1d6 bludgeoning damage.

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Muffle

This enchantment requires a Greater or larger soul gem to function. While active, it muffles your movement in heavy armor. You don't have disadvantage on Stealth checks due to the type of armor you're wearing.

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Resist disease

This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance on saving throws against diseases.

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Resist fire

This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against fire damage.

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Resist frost

This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against cold damage.

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Resist magic

This enchantment requires a Grand soul gem to function. While active, it provides you with advantage on saving throws made to resist magic.

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Resist poison

This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against poison damage.

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Resist shock

This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against electricity damage.

Thu'um

"They say Ulfric Stormcloak murdered the High King... with his voice! Shouted him apart!" -Hold guard

Dragon Shouts, also referred to as Shouts or Thu'um in the Dragon language, are an ancient form of magic prominently used in Skyrim during the late Merethic and early First Eras, but has gradually become obscured. Shouts use the vocalization of specific "words of power" to create powerful magical effects, usually for offensive purposes. Each Shout is made up of three words. However, one or two words of a given Shout may be used, but the effect is correspondingly less powerful compared to the full force of the whole shout.

Dragons are able to master and use their Thu'um at will, as this sacred language is their natural language, inborn into their souls from the moment of their creation, (when dragons shout, breathing fire or frost at each other with the Thu'um they are actually having a deadly verbal debate). Mortals are only able to learn and use the Thu'um through a long process of meditation and the practice of the words. There are exceptions to this, these rare individuals are known as Dragonborns, those who are born with the body of a mortal but the soul of a dragon. The Dragonborn is able to intuitively learn Shouts and use them after absorbing the Souls of dragons, and with it the dragon's understanding of the words. As shown during "The Way of the Voice," they can also absorb knowledge from other individuals who have mastered specific words.

A minority of other characters also have the ability to use Dragon Shouts, such as a small group of monks known as the Greybeards, who live in seclusion inside of the fortress of High Hrothgar. This fortress is located near the top of the mountain known as the Throat of the World, which is said to have the highest peak in all of Tamriel. The Greybeards use their Thu'um to meditate, as well as praise and worship the Divines. However, their beliefs differ from the Blades, who believe that the Thu'um should be used as a weapon in the battle against dragons.


Each shout is consisted of 3 words; uttering each word beyond the first carries a greater effect. You can never shout more than once per turn. Once you use a shout, you cannot use it again until you finish a short rest; if you used all 3 words, you cannot use it until you finish a long rest instead.

For DMs, I recommend reviewing each shout before allowing/giving them before certain levels, as some are much more powerful than the others (for example, Animal Allegiance is a little bit stronger than a 1st level spell, while Elemental Fury is basically an equivalent of haste, which is a 3rd level spell).


The DC for saving throws against your shouts is: 8 + your proficiency modifier + your Charisma modifier. The power to control the Voice comes from the person's blood and soul.

Animal allegiance

This shout lets you convince nearby beasts that you mean them no harm. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beasts must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

First word: Raan (Animal)
  • Uttering time: 1 action
  • Range: self (60ft. area burst)
  • Duration: 30 seconds

Second word: Mir (Allegiance)
  • Uttering time: 1 action
  • Range: self (60ft. area burst)
  • Duration: 1 minute

Third word: Tah (Pack)
  • Uttering time: 1 action
  • Range: self (60ft. area burst)
  • Duration: 2 minutes

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Aura Whisper

Your voice is not a shout, but a whisper.

You feel all surrounding creatures that are tiny or larger. You know the exact location of these creatures and their type, but nothing more. This effect ends at the beginning of your next turn.

First word: Laas (Life)
  • Uttering time: 1 action
  • Range: self (60ft. area burst)
  • Duration: 6 seconds

Second word: Yah (Seek)
  • Uttering time: 1 action
  • Range: self (90ft. area burst)
  • Duration: 6 seconds

Third word: Nir (Hunt)
  • Uttering time: 1 action
  • Range: self (120ft. area burst)
  • Duration: 6 seconds

Battle fury

Your Thu'um enchants your nearby ally's weapons, allowing them to attack faster.

Choose a willing creature that you can see within range. Until the shout effect ends, it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

First word: Mid (Loyal)
  • Uttering time: 1 action
  • Range: 30ft.
  • Duration: 1 round (6 seconds)

Second word: Vur (Valor)
  • Uttering time: 1 action
  • Range: 30ft.
  • Duration: 2 rounds (12 seconds)

Third word: Shaan (Inspire)
  • Uttering time: 1 action
  • Range: 30ft.
  • Duration: 3 rounds (18 seconds)

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Become Ethereal

The Thu'um reaches out to the Void, changing your form to one that cannot harm, or be harmed.

When you shout, you gain immunity to all kinds of damage, but you can only take the Dash action on each of your turns, and cannot attack or interract with objects and creatures.

First word: Feim (Fade)
  • Uttering time: 1 action
  • Range: Self
  • Duration: 1 round (6 seconds)

Second word: Zii (Spirit)
  • Uttering time: 1 action
  • Range: Self
  • Duration: 2 rounds (12 seconds)

Third word: Gron (Bind)
  • Uttering time: 1 action
  • Range: Self
  • Duration: 3 rounds (18 seconds)

Bend Will

Your Voice bends the very stones to your will. As it gains power, earth, people and even dragons must do your bidding.

First word: Gol (Earth)
  • Uttering time: 1 action
  • Range: 60ft.
  • Duration: Instantaneous

This word can be used to bend the stones of magic and to your will. Details of stones are left up to the DM (example: "All-Maker stones" in Skyrim).


Second word: Hah (Mind)
  • Uttering time: 1 action
  • Range: 60ft.
  • Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the shout. If the saving throw succeeds, the effect ends.


Third word: Dov (Dragon)
  • Uttering time: 1 action
  • Range: 60ft.
  • Duration: Concentration, up to 1 minute

The same as Hah (Wind), but works on dragons.

Clear Skies

Skyrim itself yields before your Thu'um, as you clear away fog and inclement weather. You clear nonmagical weather for long enough to see your path.

First word: Lok (Sky)
  • Uttering time: 1 action
  • Range: self (120ft. radius burst)
  • Duration: 20 seconds

Second word: Vah (Spring)
  • Uttering time: 1 action
  • Range: self (120ft. radius burst)
  • Duration: 40 seconds

Third word: Koor (Summer)
  • Uttering time: 1 action
  • Range: self (120ft. radius burst)
  • Duration: 60 seconds

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Cyclone

Your Thu'um creates a whirling cyclone that sows chaos among your enemies.

First word: Ven (Wind)
  • Uttering time: 1 action
  • Range: 30 feet long, 5 feet wide line
  • Duration: instantaneous

All enemies caught in the area must make a Strength saving throw or be flung 20ft. into the air, taking falling damage upon landing afterwards.


Second word: Gaar (Unleash)
  • Uttering time: 1 action
  • Range: 30 feet long, 5 feet wide line
  • Duration: instantaneous

All enemies caught in the area must make a Strength saving throw or be flung 40ft. into the air, taking falling damage upon landing afterwards.


Third word: Nos (Strike)
  • Uttering time: 1 action
  • Range: 30 feet long, 5 feet wide line
  • Duration: instantaneous

All enemies caught in the area must make a Strength saving throw or be flung 60ft. into the air, taking falling damage upon landing afterwards.


Disarm

Shout defies steel, as you rip the weapon from an opponent's grasp.

First word: Zun (Weapon)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous

All targets within the cone must make a Strength saving throw or drop all light or finesse weapon they're holding in their hands.


Second word: Haal (Hand)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous

All targets within the cone must make a Strength saving throw or drop all one-handed weapons they're holding in their hands.


Third word: Viik (Defeat)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous

All targets within the cone must make a Strength saving throw or drop all weapons they're holding in their hands.

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Dismay

And the weak shall fear the Thu'um, and flee in terror.

All creatures that aren't immune to fear or have legendary actions caught in the blast must make a Wisdom saving throw or be frightened for the duration.

While Frightened by this shout, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

First word: Faas (Terror)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 1 minute

Second word: Ru (Run)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 2 minutes

Third word: Maar (Terror)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 3 minutes

Dragon aspect

Once a day, take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts.

This is probably the most powerful shout a player character can obtain. Take great care about giving it out. Additionally, this shout can only be used once a week, no matter the number of words used.

First word: mul (Strength)
  • Uttering time: 1 action
  • Range: Self
  • Duration: 1 minute

You gain resistance to fire and cold damage for the shout's duration. Also, the DC of your shouts increases by 1.


Second word: Qah (Armor)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 1 minute

When you drop below 50% health, an ancient dragonborn is summoned to fight for you. He lasts until you are out of initiative, or until he is defeated. He will not appear again until a week has passed, no matter who else uses this shout before that time.


Third word: Diiv (Wyrm)
  • Uttering time: 1 action
  • Range: Self
  • Duration: 1 minute

For the shout's duration, your AC equals 14 + your DEX modifier if you're unarmored. If you already have armor, you gain an additional +1 bonus to your AC. Additionally, your attacks deal an extra 1d8 cold or fire damage (your choice, chosen at the time of uttering the words).

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Dragonrend

Your voice lashes out at a dragon's very soul, forcing the beast to land.

The first 2 words of this shout have no effect; but the third one can force dragons to land, unable to fly again.

First word: Joor (Mortal)

Second word: Zah (Finite)

Third word: Frul (Temporary)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: concentration, up to 1 minute

Your voice lashes at the dragon's soul, binding it to the ground. The dragon must make a Wisdom saving throw or be forced to land on the nearest available ground for the duration.


Drain Vitality

Coax both magical and mortal energies from your hapless opponent.

First word: Gaan (Stamina)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 1 minute

The creature must make a Constitution saving throw or have its speed reduced by 5 feet.


Second word: Lah (Magicka)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 2 minutes

The creature must make a Constitution saving throw or suffer the effect of the first word, as well as lose the lowest level spell slot it has prepared.


Third word: Haas (Health)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: 3 minutes

The creature must make a Constitution saving throw or suffer the effect of the first two words, as well as take 2d6 points of necrotic damage.

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Elemental fury

The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes.

Until the shout effect ends, you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

First word: Su (Air)
  • Uttering time: 1 action
  • Range: self
  • Duration: 1 round (6 seconds)

Second word: Grah (Battle)
  • Uttering time: 1 action
  • Range: self
  • Duration: 2 rounds (12 seconds)

Third word: Dun (Grace)
  • Uttering time: 1 action
  • Range: self
  • Duration: 3 rounds (18 seconds)

Fire breath

Inhale air, exhale flame, and behold the Thu'um as inferno.

All creatures in a 30-foot cone ahead of you must make a Dexterity saving throw. On a failed save, they take an amount of fire damage appropriate to the number of words used.

First word: Yol (Fire)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous
  • Damage: 14 (4d6)

Second word: Toor (Inferno)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous
  • Damage: 21 (6d6)

Third word: Shul (Sun)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous
  • Damage: 28 (8d6)

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Frost Breath

Your breath is winter, your Thu'um a blizzard.

All creatures in a 30-foot cone ahead of you must make a Constitution saving throw. On a failed save, they take an amount of cold damage appropriate to the number of words used.

First word: Fo (Frost)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous
  • Damage: 14 (4d6)

Second word: Krah (Cold)
  • Range: 30-foot cone
  • Duration: instantaneous
  • Damage: 21 (6d6)

Third word: Diin (Freeze)
  • Uttering time: 1 action
  • Range: 30-foot cone
  • Duration: instantaneous
  • Damage: 28 (8d6)

Ice Form

Your Thu'um freezes an opponent solid.

You choose an opponent that isn't immune to cold or doesn't have legendary actions within 15 feet away from you. He must make a Constitution saving throw or be frozen solid for the duration. Any amount of damage dealt to the opponent will break the ice and end the effect.

First word: Iiz (Statue)
  • Uttering time: 1 action
  • Range: 15ft.
  • Duration: concentration, up to 30 seconds

Second word: Slen (Flesh)
  • Range: 15ft.
  • Duration: concentration, up to 1 minute

Third word: Nus (Ice)
  • Uttering time: 1 action
  • Range: 15ft.
  • Duration: concentration, up to 2 minutes

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Marked for Death

Speak, and let your Voice herald doom, as an opponent's armor is weakened.

As you shout at an opponent, his armor softens, showing weak spots that can be exploited. Choose one creature within range; the creature must then make a Wisdom saving throw or gain a -2 penalty to Armor Class for the duration.

First word: Iiz (Statue)
  • Uttering time: 1 action
  • Range: 30ft.
  • Duration: concentration, up to 6 seconds

Second word: Slen (Flesh)
  • Range: 30ft.
  • Duration: concentration, up to 12 seconds

Third word: Nus (Ice)
  • Uttering time: 1 action
  • Range: 30ft.
  • Duration: concentration, up to 18 seconds

Slow time

Shout at time, and command it to obey, as the world around you stands still.

To other creatures, you become a blur of movement, when really, they are all just too slow.

Until the effect ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gains an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

First word: Tiid (Time)
  • Uttering time: 1 action
  • Range: self
  • Duration: 12 seconds

Second word: Klo (Sand)
  • Range: self
  • Duration: 24 seconds

Third word: Ul (Eternity)
  • Uttering time: 1 action
  • Range: self
  • Duration: 36 seconds

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Storm call

A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim's lightning.

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 100-foot radius, centered on a point 100ft. above you. The shout fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).

When you utter the words of the shout, a bolt of lightning flashes down to a point within the cilinder, targetting a place with the largest number of Tiny or larger creatures. All creatures within 5 feet of the impact must make a Dexterity saving throw or take an appropriate amount of lightning damage.

First word: Strun (Storm)
  • Uttering time: 1 action
  • Range: self (a 100-foot radius cloud originating from you)
  • Duration: 30 seconds
  • Damage: 27 (6d8)

Second word:Bah (Wrath)
  • Range: self (a 100-foot radius cloud originating from you)
  • Duration: 1 minute
  • Damage: 36 (8d8)

Third word: Qo (Lightning)
  • Uttering time: 1 action
  • Range: self (a 100-foot radius cloud originating from you)
  • Duration: 2 minutes
  • Damage: 45 (10d8)

Throw voice

The Thu'um is heard, but its source unknown, fooling those into seeking it out.

A sound of your choice is heard from a point within radius, and all creatures withing 100ft. of it can hear it, even as a whisper if it is too silent for them to normally hear it.

First word: Zul (Voice)
  • Uttering time: 1 action
  • Range: 30ft.
  • Duration: instantaneous

Second word: Mey (Fool)
  • Range: 90ft.
  • Duration: instantaneous

Third word: Gut (Far)
  • Uttering time: 1 action
  • Range: 150ft.
  • Duration: instantaneous

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Unrelenting force

Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.

All creatures in a cone in front of you must make a Strength saving throw or be flung to the the end of its reach, landing prone upon landing. If the creature is Huge or larger, or a dragon, it is not flung, but loses its balance and falls prone nevertheless on a failed save.

First word: Fus (Force)
  • Uttering time: 1 action
  • Range: self (10-foot cone)
  • Duration: instantaneous

All creatures in a 10-foot cone in front of you must make a Strength saving throw or fall prone. If the creature is Large or larger, or a dragon, the shout has no effect on it.


Second word: Ro (Balance)
  • Range: self (20-foot cone)
  • Duration: instantaneous

All creatures in a 20-foot cone in front of you must make a Strength saving throw or fall prone. If the creature is Huge or larger, or a dragon, the shout has no effect on it.


Third word: Dah (Push)
  • Uttering time: 1 action
  • Range: self (30-foot cone)
  • Duration: instantaneous

All creatures in a 30-foot cone in front of you must make a Strength saving throw or be flung to the the end of its reach, landing prone upon landing. If the creature is Huge or larger, or a dragon, it is not flung, but loses its balance and falls prone nevertheless on a failed save.

Whirlwind sprint

The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.

The shout grants the ability to dash rapidly forward. The distance depends on how many words of the shout are used.

First word: Wuld (Whirlwind)
  • Uttering time: 1 action
  • Range: self
  • Duration: instantaneous
  • Distance passed: 30ft.

Second word: Nah (Fury)
  • Uttering time: 1 action
  • Range: 90ft.
  • Duration: instantaneous
  • Distance passed: 45ft.

Third word: Kest (Tempest)
  • Uttering time: 1 action
  • Range: 150ft.
  • Duration: instantaneous
  • Distance passed: 60ft.

Monster manual

Table of contents
Atronarchs 24
Charurus 27
Dragons 29
Alduin 34
Draugr 37
Dwarven automatons 41
Falmer 44
Frostbite Spiders 48
Hagraven 49
Spriggan 50
Trolls 51
Wisps 52

Atronachs

Flame Atronachs

Flame atronachs are the weakest and most common atronachs. Constructed entirely of fire, Flame Atronachs resemble humanoid females wearing black metal armor. They possess horns, pointed ears, three fingers, and two toes. Flame Atronachs float above the ground at all times and when moving they leave a trail of fire behind. When idle they often do spins and back flips. Unlike other Atronachs, Flame Atronachs rely on speed, agility, and powerful ranged attacks to dispatch their foes.


Flame Atronach

Medium elemental, neutral


  • Armor Class 15
  • Hit Points 52 (8d8 + 16)
  • Speed 40ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 12 (+1) 10 (+0) 20 (+5)

  • Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage immunities fire, poison
  • Damage vulnerabilities cold
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60ft., Passive Perception 10
  • Languages Primordial (Ignan)
  • Challenge 4 (1,100 XP)

Illumination. The ire atronach sheds bright light in a 30-foot radius and dim light to an additional 30 feet.

Water Susceptibility. For every 5 feet the fire atronach moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.


Actions

Firebolt. Ranged Spell Attack: +7 to hit, reach 60ft., one target. Hit: 19 (4d6 + 5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 (1d10) fire damage at the start of each of its turns.


Frost Atronachs

Frost Atronachs are large, hulking Daedra, and are the only Atronachs that use melee attacks exclusively. Like all other Atronachs, their bodies are composed of their respective element, and the Frost Atronach is no exception, as its body is made of solid ice.


Frost Atronach

Large elemental, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 105 (10d10 + 50)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 21 (+5) 10 (+0) 15 (+2) 8 (-1)

  • Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage immunities cold, poison
  • Damage vulnerabilities fire
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60ft., Passive Perception 12
  • Languages Primordial (Aquan)
  • Challenge 5 (1,800 XP)

Multiattack. Frost atronach make 2 slam attacks.

Frost cloak. Each creature that starts its turns within 5 feet of the frost atronach takes 3 (1d6) points of cold damage.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Ice-Breaker. As an action, a frost atronach can smash at the ground, sending ripples of earth and ice around it. All creatures with 5ft. of the atronach must make a DC 15 Strength saving throw. On a failure, they take 14 (4d6) cold damage and are knocked prone.

Storm Atronachs

Similar to a Flame Atronach, Storm Atronachs move about by hovering above the ground. They can travel over water, and are slightly faster than Frost Atronachs. They are perhaps the least humanoid of Atronachs, appearing as a shattered statue with a cracked, frowning face and chunks of rock swirling about its body, loosely connected by a matrix of electric arcs and dark purple storm clouds. They are often summoned by powerful dragon priests to assist them in combat.


Storm Atronach

Large elemental, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 210(20d10 + 100)
  • Speed 35ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 19 (+4)

  • Skills Perception +4, Arcana +5
  • Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage immunities electricity, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60ft., Passive Perception 15
  • Languages Primordial (Auran)
  • Challenge 9 (5,000 XP)

  • Lightning cloak. Every creature that starts its turn within 5ft. of the storm atronach takes 2d6 points of lightning damage.
  • Death eplosion. Upon death, storm atronach explodes in a burst of sound. All creatures within 30ft. must make a DC 16 Constitution saving throw or take 28 (8d6) points of thunder damage.
  • Multiattack. Storm atronach makes 2 slam attacks.

Actions

Lightning bolt Storm atronach releases a bolt of lightning. All creatures in a 100-foot long, 5ft. wide line must make a DC 16 Dexterity saving throw or take 28 (8d6) points of lightning damage. A successful saving throw halves the damage.

Chain lightning Storm atronach chooses 4 creatures with 150ft. that it can see. Those creatures must make a DC 16 Dexterity saving throw or take 35 (10d6) points of lightning damage. A successful saving throw halves the damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Chaurus

Chaurus are worm-like insectoid creatures that typically live underground in caves and even in Dwemer ruins. They are deadly creatures, possessing the ability to spit out poisonous venom from their mouths, but they also use bite attacks during combat. Chaurus are almost always seen with Falmer in the underground cave networks and Dwemer ruins of Skyrim. The Chaurus appear to be used by the Falmer as pets and as fighters in combat, as well as torturers of people when their Falmer masters attack and capture bandits, traveling caravans and other people.

Chaurus Reapers can be found in deep underground caverns throughout Skyrim. They are much larger and stronger than the normal Chaurus, and love curling up in a shape similar to that of a Falmer's chest while sleeping. When in this position they will spring out and attack if touched or attacked.

Chaurus hunter fledglings are usually found inside of large pods, from which they will suddenly hatch if they feel an unknown presence nearby, or if they are attacked. They are found in many locations where adult Chaurus and Falmer live, and resemble giant wasps. Their usually fly around in erratic circles, stinging their targets, and spitting poison.

"When a Chaurus reaches the end of its life, its body undergoes a dramatic transformation. After days of death-like stillness, the Chaurus Hunter bursts free from the husk of the Chaurus." When a Chaurus reaches the end of its larval phase, it forms a chrysalis. Then, after a period of death-like stillness, the Chaurus Hunter rips out of its former shell. They are the strongest of their kind, and mostly go to wander only the deepest caverns and caves.

Chaurus reaper


Chaurus

Medium monstrosity, lawful evil


  • Armor Class 17 (natural)
  • Hit Points 126 (12d10 + 60)
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 20 (+5) 6 (-2) 11 (+0) 5 (-3)

  • Skills Perception +3, Athletics +6
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Senses Darkvision 120ft., Passive Perception 13
  • Languages Falmer, cannot speak
  • Challenge 6 (2300 XP)

Charge. If Chaurus moves at least 10 feet straight toward a creature and then hits it with its bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the chaurus can make another attack with its bite against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d10+3) piercing damage plus 27 (6d8) poison damage.

Poison spit (recharge 5-6). The chaurus exhales poisonous liquid in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.


Chaurus Reaper

Large monstrosity, lawful evil


  • Armor Class 18 (natural)
  • Hit Points 184 (16d10 + 96)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 8 (-1) 13 (+1) 7 (-2)

  • Skills Perception +5, Athletics +9
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Damage resistances cold
  • Damage vuilnerabilities fire
  • Senses Darkvision 120ft., Passive Perception 15
  • Languages Falmer, cannot speak
  • Challenge 10 (5900 XP)

Charge. If Chaurus moves at least 10 feet straight toward a creature and then hits it with its bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the chaurus can make another attack with its bite against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 13 (2d8+5) piercing damage plus 45 (10d8) poison damage.

Poison spit (recharge 5-6). The chaurus exhales poisonous liquid in a 40-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.



Chaurus Hunter fledgling

Medium monstrosity, lawful evil


  • Armor Class 17 (natural)
  • Hit Points 147 (14d10 + 70)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 20 (+5) 7(-2) 13 (+1) 5 (-3)

  • Skills Perception +4, Athletics +4
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Senses Darkvision 120ft., Passive Perception 14
  • Languages Falmer, cannot speak
  • Challenge 8 (3900 XP)

Actions

Sting. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8+4) piercing damage plus 45 (10d8) poison damage.

Poison shot. The fledgling shoots poison from its mouth at the targeted creature. Ranged weapon attack: +7 to hit, reach 30ft., one target. Hit: 54 (12d8) poison damage.


Chaurus Hunter

Large monstrosity, lawful evil


  • Armor Class 20 (natural)
  • Hit Points 230 (20d10 + 120)
  • Speed 40ft., fly 60ft.

STR DEX CON INT WIS CHA
21 (+5) 19 (+4) 20 (+6) 9 (-1) 15 (+2) 8 (-1)

  • Skills Perception +7, Athletics +10
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Damage resistances cold
  • Senses Darkvision 180ft., Passive Perception 17
  • Languages Falmer, cannot speak
  • Challenge 13 (10,000 XP)

Multiattack. Chaurus Hunter makes 2 attacks: one with its bite and one with its sting.


Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 14 (2d8+5) piercing damage, and the target must make a DC 18 Strength saving throw or be knocked prone. If the target is prone, the chaurus can make another attack with its bite against it as a bonus action.

Sting. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (3d6+5) piercing damage plus 45 (10d8) poison damage.

Poison spit (recharge 5-6). The chaurus shoots poisonous liquid in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 63 (14d8) poison damage on a failed save, or half as much damage on a successful one.

Dragons

Dragons (Dovah, or Dov in plural) are a reptilian race from Akavir that were once widespread throughout Tamriel. Although seeming rather beast-like, they are profoundly intelligent, capable of speech, written language, and comprehension of other languages. Their spoken language can be used to cast powerful magic known as Thu'um or Dragon Shouts; dragons themselves are most adept in it, and it grows stroger as they do. They were virtually extinct until 4E 201, when they resurfaced in Skyrim with the return of Alduin.

In addition to their normal shouts, dragons can also use various other kinds of Thu'um, at the DM's discretion.

Named dragons

  • Alduin
  • Mirmulnir
  • Nahagliiv
  • Odahviing
  • Paarthurnax
  • Durnehviir
  • Sahloknir
  • Viinturuth
  • Vuljotnaak
  • Vulthuryol
  • Naaslaarum
  • Voslaarum
  • Sahrotaar
  • Krosulhah
  • Kruziikrel
  • Relonikiv
  • Numinex


Brown dragons

In appearance, these dragons are brown, while also being the smallest in size. They have a large wing span, spines lining their backbone, and their tail ends in a spaded tip. They are the weakest and most common breeds of dragon (though still very powerful). text

In combat, they typically use Fire Breath, much like most other dragons, though they occasionally use Frost Breath if they see their targets are resistant or immune to fire. text

For a frost variant, simply swap fire immunity and cold resistance, and have the dragon use frost breath as its main weapon. text


Brown Dragon

Large dragon, lawful evil


  • Armor Class 17 /natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40ft., climb 40ft., fly 80ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +3, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Intimidate +5
  • Damage immunities fire
  • Damage resistances cold
  • Senses Blindsight 20ft., Darkvision 60ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (2,300 XP)

Actions

Multiatack. Dragon makes 2 attacks: one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.

Tail Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 10 (1d8+6) bludgeoning damage. The target then must make a DC 15 Strength saving throw or be knocked prone.

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC l5 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC l5 Constitution saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one. If the target fails its save, its speed is also reduced by 10 feet for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Blood dragons

Blood Dragons look radically different from brown dragons. They are green in appearance, and are slightly larger in mass, with a more intimidating body design. On their back they have a small sail, and their tails, instead of the regular spade shape, have a broad leaf-like design much like that of the sail on their spine, ending in a sharp tip.

The Blood Dragons also have a unique skull formation, being more rounded before pointing off at the jaw. They have a frill on the back of their skulls, and their eyes—unlike those of other dragons—have pupils which run horizontally rather than vertically, producing a more unsettling appearance.

Blood dragons follow their prey, even circling around cities, waiting for their targets to emerge while hiding. The only way to escape a blood dragon, is to lead it to a more desirable prey, like a small, defenseless village or camp and flee as it attacks.

For a frost variant, simply swap fire immunity and cold resistance, and have the dragon use frost breath as its main weapon.


Blood Dragon

Large dragon, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 178 (16d10 + 80)
  • Speed 40ft., climb 40ft., fly 80ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 16 (+3)

  • Saving Throws Dex +3, Con +8, Wis +3, Cha +6
  • Skills Perception +6, Intimidate +6
  • Damage immunities fire
  • Damage resistances cold
  • Senses Blindsight 30ft., Darkvision 60ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Actions

Multiatack. Dragon makes 2 attacks: one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 11 (1d8+7) bludgeoning damage. The target then must make a DC 16 Strength saving throw or be knocked prone.

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC l6 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. If it fails the saving throw, the target's speed is reduced by 10 feet for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Frost dragons

Frost dragons possess a rather similar appearance to the brown dragon. They are, however, larger, even more so than the blood dragon, with an even larger, more noticeable row of spines on their backbone. They have a white colored body, with mixes of black and grey all over it, and a large tail with a spaded tip, similar to brown dragons, albeit larger. They're not as strong, but know how to utilize a greater number of devastating attacks, making them, in the end, more powerful.



Frost Dragon

large dragon, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 40ft., climb 40ft., fly 80ft., swim 40ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 19 (+4) 16 (+3) 13 (+1) 17 (+3)

  • Saving throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Athletics +10
  • Damage immunities cold
  • Damage vulnerabilities fire
  • Senses Blindsight 30ft., Darkvision 120ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP)

Ice Walk. Frost dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Actions

Multiattack. The dragon makes three attacks: one with its bite or tail and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) cold damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail sweep. Melee Weapon Attack: +10 to hit, reach 10ft., up to 3 targets within reach. Hit: 15 (2d8 + 6) bludgeoning damage. The creatures hit must then make a DC 16 Strength saving throw or be knocked prone.

Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throwor take 63 (14d8) cold damage and have its speed reduced by 10 feet for 1 minute. A successful save halves the damage and negates the speed reduction. The target can repeat the saving throw at the end of each of its turns, ending the speed reduction on a success.

Elder dragon

Not these dragons are they larger, and obviously more intimidating, than their brown and green cousins, but they feature a more noticeable bronze colored body, with spots of black dotting the skin. Instead of a row of spines, or a sail, these dragons have a mere row of bony bumps dotting their spine, however, they essentially trade that for a meaner, more aggressive looking facial structure. They have two massive, curved horns on their heads, with a more angular, pointy face. Lastly, these dragons also possess the regular spaded tail that the Brown and Frost dragons also have.

Elder dragons do not have a favored elemental shout, instead using either a Fire Breath shout, or a Frost Breath shout. They are far more powerful than previous dragon variants in terms of attacks, both ranged and physical, meaning engaging these dragons is quite a battle.



Elder dragon

Huge dragon, Lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40ft., climb 40ft., fly 80ft., swim 40ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 18 (+4)

  • Saving throws Dex +6, Con +10, Wis +7, Cha +9
  • Skills Perception +12, Athletics +12
  • Damage resistances fire, cold
  • Senses Blindsight 60ft., Darkvision 120ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Legendary resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Elder dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage plus 7 (2d6) fire or cold damage (dragon's choice).

Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 14 (2d6 + 7)

Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The creatures hit must then make a DC 18 Strength saving throw or be knocked prone.

Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throwor take 54 (12d8) cold damage and have its speed reduced by 10 feet for 1 minute. A successful save halves the damage and negates the speed reduction.

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. The target can repeat the saving throw at the end of each of its turns, ending the speed reduction on a success.

Detect. The dragon makes a Wisdom (Perception) check.

Tail attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient dragon

In terms of overall appearance, these dragons possess a similar look to Elder Dragons, except they possess a color change, being more tan and pink in color, rather than bronze and yellow. The black splotches still remain on the dragon, and are noticeable on the head crests, wings, and tail. These dragons have a more spiny back, with a seeming triple row of small, stubby spikes, lining down the spine, to the tail. In terms of size, these dragons are the largest, barring Legendary variants, and they, like others, possess a spaded tail.

They are the most powerful breed of dragons, and a force to be truly reckoned with. Luckily, they are rare, and only a few were brought back by Alduin. They are also scarily intelligent, and each of them is working on their own malevolent plans for Skyrim.



Ancient dragon

Gargantuan dragon, lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 410 (20d20 + 200)
  • Speed 40 ft., fly 80ft ., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 22 (+6) 13 (+1) 21 (+5)

  • Saving throws Dex +8, Con + 16, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage resistances fire, cold
  • Senses Blindsight 60ft., Darkvision 120ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 21 (33,000 XP)

Soul of the dov. The ancient dragon has advantage on all saving throws against magic.

Adaptation. The dragon can move across and climb any surface without needing to make an ability check. Additionally, difficult terrain doesn't cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 21 (2d10 + 10) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. The creatures hit must then make a DC 23 Strength saving throw or be knocked prone.

Frightful presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.

Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or take 54 (12d8) cold damage and have its speed reduced by 10 feet for 1 minute. A successful save halves the damage and negates the speed reduction. The target can repeat the saving throw at the end of each of its turns, ending the speed reduction on a success.

Legendary actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail attack. The dragon makes a tail attack.

Wing attack (costs 2 actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Alduin

"You do not even know our tongue, do you? Such arrogance, to dare take for yourself the name of Dovah!" ―Alduin to the Last Dragonborn


Alduin, the World Eater, also considered an alternative name of Akatosh by some of Tamriel, is the most powerful dragon to have ever existed. He is considered the "wellspring" of the Nordic pantheon, as well as the harbinger of the apocalypse. He is also described as the "creator of dragon civilization" in one particular text ("Shalidor's insight").

History

Nordic myth asserts that Alduin destroyed the last world to begin this one. As a result, he is both creator and destroyer, as well as predating the creation of Nirn itself. There are legends of his battles with Shor during this time.

During the Merethic Era, the people of Atmora and Skyrim worshiped dragons, possibly at the urging of Alduin. He also conspired with Orkey to reduce all the Nords to children,


until he was again defeated by Shor. Some consider that Alduin's rule during this period was foresaking his proper role as the World-Eater.

Alduin served as a leader of the dragons, and he ruled with an iron fist. The humans either worshiped him or were enslaved. The humans worshiped him and the dragons in the Dragon Cult. High ranking members of this cult would be known as a Dragon Priest. Alduin's lieutenant at the time was Paarthurnax, but secretly Paarthurnax was betraying him. Paarthurnax was teaching the voice to the humans so that they could rebel against their dragon overlords. The ensuing war would be known as the Dragon War.

He was ultimately sent forward in time through the actions of three Nordic heroes, who created a new Shout to subdue him, and used an Elder Scroll to send Alduin forward in time.


"And the Scrolls have foretold, of black wings in the cold, That when brothers wage war come unfurled! Alduin, Bane of Kings, ancient shadow unbound, With a hunger to swallow the world!" ―Song of the Dragonborn



Alduin

Gargantuan dragon, neutral evil


  • Armor Class 23 (natural armor)
  • Hit Points 615 (30d20 + 300)
  • Speed 40 ft., fly 80ft ., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 26 (+8) 16 (+3) 24 (+7)

  • Saving throws Dex +11, Con + 19, Wis +12, Cha +16
  • Skills Perception +20, Intimidate +16, Stealth +11, Atheltics +19
  • Damage immunities fire; piercing, slashing and bludgeoning from nonmgical weapons
  • Damage resistances cold, lightning, acid, psychic, thunderm poison, necrotic, radiant, force
  • Senses Blindsight 60ft., Darkvision 120ft., passive Perception 30
  • Languages Common, Draconic
  • Challenge 27 (100,000 XP)

Soul of the dov. Alduin has advantage on all saving throws.

Adaptation. Alduin can move across and climb any surface without needing to make an ability check. Additionally, difficult terrain doesn't cost it extra movement.

Legendary Resistance (5/Day). If Alduin fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Alduin can use its Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit 26 (3d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The creatures hit must then make a DC 24 Strength saving throw or be knocked prone.

Frightful presence. Each creature of Alduin's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Alduin's Frightful Presence for the next 24 hours .

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). Alduin exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 117 (26d8) fire damage on a failed save, or half as much damage on a successful one.

Fo-Krah-diin (Frost Breath) (Recharge 5-6). Alduin exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw or take 99 (22d8) cold damage and have its speed reduced by 15 feet for 1 minute. A successful save halves the damage and negates the speed reduction. The target can repeat the saving throw at the end of each of its turns, ending the speed reduction on a success.

Fus-Ro-Dah (Unrelenting Force) (Recharge 5-6). Alduin lets out a roar empowered by his own soul, shooting each creature in a 90-foot cone. Each creature caught in the shout must make a DC 24 Strength saving throw or take 90 (20d8) points of force damage and be thrown away 90 feet in the direction of the shout, taking an additional 31 (9d6) points of bludgeoning damage upon landing prone. A successful saving throw halves the damage and stop the targe from being flung away.

Meteor storm (2/day). Blazing orbs of fire plummet to the ground at four different points Alduin can see within 1 miles. Each creature in a 40-foot-radius sphere centered on each point chosen must make a DC 24 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

Legendary actions

Alduin can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. Alduin makes a Wisdom (Perception) check.

Tail attack. Alduin makes a tail attack.

Wing attack (costs 2 actions). Alduin beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. Alduin can then fly up to half its flying speed.

Draugr

"I don't know what sort of eternal wellspring they draw from, but it's clear that the draugr carry only the barest whisper of life in them, and it rekindles nightly while resting in its niche. I now believe that the grotesque forms that we see in the barrow were, in fact, buried fully as men and women, and only over the thousands of years that have passed withered into the wretched things we know. If we had visited a barrow directly after it's construction, we might not have even known any of its inhabitants were dead!" -Amongst the draugr


Draugr are undead Nordic warriors of Skyrim. It is believed that draugr once served the Dragon Priests; some even know several Words of Power.

Draugr are among the most common foes in Skyrim's many crypts and catacombs. They retain the ability to wield weapons such as swords, axes, and bows, and higher ranked draugr can even use Dragon Shouts.

Most draugr use ancient Nordic weapons, although the high ranked variants can use ebony weapons. Some draugr only appear as corpses, usually containing a few pieces of gold. Draugr are weak to fire as well as silver weapons.


Draugr

Medium undead, Lawful evil


  • Armor Class 14 (ancient nord armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 6 (-2) 11 (+0) 5 (-3)

  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 10
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Shield. When carrying a longsword and a shield, draugr gets an additonal +2 to its AC.

Actions

Ancient Nord Axe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Ancient Nord Bow. Ranged Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d8 + 1) piercing damage.

Ancient Nord Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) slashing damage.



Restless Draugr

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 7 (-2) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 13
  • Languages Draconic
  • Challenge 2 (450 xp)

Shield. When carrying a sword and a shield, Restless draugr gets an additonal +2 to its AC, but cannot use Frostbite.

Multiattack. Restless draugr makes 2 attacks with its chosen weapon.

Actions

Ancient Nord Sword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Ancient Nord Bow. Ranged Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Ancient Nord Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Frostbite. Ranged Spell Attack: +3 to hit, reach 20ft., one target. Hit: 6 (1d12) cold damage, and the target's speed is reduced by 5ft. for 1 round. Restless Draugr can use its action on subsequent turns to automatically deal this damage and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.

Often founds leading other undead into battle, Draugr Wights love using their spells while attacking with a sword, making them formidable opponents.


Draugr Wight

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 7 (-2) 15 (+2) 5 (-3)

  • Skills Perception +5
  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 15
  • Languages Draconic
  • Challenge 5 (1,800 XP)

Shield. When carrying a sword and a shield, draugr Wight gets an additonal +2 to its AC, but cannot make spell attacks.

Multiattack. Draugr Wight makes 2 Ancient Nord Sword attacks and 1 spell attack.

Actions

Ancient Nord Sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Frostbite. Ranged Spell Attack: +5 to hit, reach 20ft., one target. Hit: 6 (1d12) cold damage, and the target's speed is reduced by 10ft. for 1 round. Draugr Wight can automatically deal this damage by using its spell attack and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.

Ice spike. Ranged Spell Attack: +5 to hit, reach 40ft., one target. Hit: 6 (1d12) cold damage and 4 (1d8) piercing damage.


The Draugr Scourge is a powerful type of undead that typically serves as a guardian or leader in draugr-filled crypts and dungeons. They're possibly the most perceptive kind of draugr, and sneaking past them is rarely possible.


Draugr Scourge

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points 190 (20d8 + 100)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 20 (+5) 10 (+0) 19 (+4) 5 (-3)

  • Skills Perception +12
  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 22
  • Languages Draconic
  • Challenge 9 (5,000 XP)

Brutal. Draugr Scourge's weapons deal an additional 3 damage on each successful hit. Additionally, Draugr Scourge can use Strength, instead of Charisma, to determine the DC of its Dragon Shouts.

Perceptive. Draugr Scourge adds double its proficiency bonus on Perception checks.

Shield. When carrying a sword and a shield, Draugr Scourge gets an additonal +2 to its AC, but cannot make spell attacks.

Multiattack. Draugr Scourge makes 2 Ancient Nord Sword attacks and 1 spell attack, or it can shout.

Actions

Ancient Nord Sword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) slashing damage.

Frostbite. Ranged Spell Attack: +5 to hit, reach 20ft., one target. Hit: 6 (1d12) cold damage, and the target's speed is reduced by 15ft. for 1 round. Draugr Wight can automatically deal this damage by using its spell attack and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.

Ice spike. Ranged Spell Attack: +5 to hit, reach 40ft., one target. Hit: 13 (2d12) cold damage and 9 (2d8) piercing damage.

Unrelenting force: Fus-Ro-Dah. All creatures in a 30-foot cone in front of Draugr Scourge must make a DC 18 Strength saving throw or be flung to the the end of its reach, landing prone upon landing. If the creature is Huge or larger, or a dragon, it is not flung, but loses its balance and falls prone nevertheless on a failed save.



Draugr Overlord

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points (25d8 + 125)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 19 (+4) 5 (-3)

  • Skills Perception +8
  • Damage immunities poison
  • Damage resistances cold, necrotic
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 18
  • Languages Draconic
  • Challenge 11 (3,200 XP)

Brutal. Draugr Overlord's weapons deal an additional 5 damage on each successful hit, and it can use Strength instead of Dexterity on ranged attacks. Additionally, Draugr Overlord can use Strength, instead of Charisma, to determine the DC of its Dragon Shouts.

Shield. When carrying a sword and a shield, Draugr Overlord gets an additonal +2 to its AC.

Multiattack. Draugr Overlord makes 3 attacks with its chosen weapon.

Legendary Resistance (3/Day): If the draugr Overlord fails a saving throw, it can choose to succeed instead.

Actions

Ancient Nord Sword. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (1d8 + 10) slashing damage.

Ancient Nord Bow. Ranged Weapon Attack: +10 to hit, reach 100/200ft., one target. Hit: 14 (1d8 + 10) piercing damage.

Unrelenting force: Fus-Ro-Dah (Recharge 5-6). All creatures in a 30-foot cone in front of Draugr Overlord must make a DC 19 Strength saving throw or be flung to the the end of its reach, landing prone upon landing. If the creature is Huge or larger, or a dragon, it is not flung, but loses its balance and falls prone nevertheless on a failed save.

Disarm: Zun-Haal-Viik (Recharge 5-6). All targets in 1 30-foot cone in front of Dragur Overlord must make a DC 19 Strength saving throw or drop all weapons they're holding in their hands.

Legendary actions.

Draugr Overlord can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. Draugr Overlord moves up to its speed without provoking Opportunity Attacks.

Attack. Draugr Overlord makes one Weapon Attack.

Parry (costs 2 actions). Draugr Overlord adds its proficiency bonus to armor class until the beginning of its next turn.



Draugr Deathlord

Medium undead, Lawful evil


  • Armor Class 16 (ancient nord armor)
  • Hit Points 285 (30d8 + 150)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10 (+0) 20 (+5) 5 (-3)

  • Skills Perception +10
  • Damage immunities poison, necrotic
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 20
  • Languages Draconic
  • Challenge 14 (11,500 XP)

Brutal. Draugr Deathlord's weapons deal an additional 5 damage on each successful hit, and it can use Strength instead of Dexterity on ranged attacks. Additionally, Draugr Overlord can use Strength, instead of Charisma, to determine the DC of its Dragon Shouts.

Shield. When carrying a sword and a shield, Draugr Deathlord gets an additonal +2 to its AC.

Multiattack. Draugr Deathlord makes 4 attacks with its chosen weapon.

Ebony weapons. Ebony weapons add an additional +1 to hit and damage.

Cold aura. All creatures who begin their turn withing 5ft. of a draugr Deathlord take 3 (1d6) points of cold damage.

Legendary Resistance (3/Day): If the draugr Deathlord fails a saving throw, it can choose to succeed instead.

Actions

Ebony Sword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 15 (1d8 + 11) slashing damage.

Ebony Bow. Ranged Weapon Attack: +12 to hit, reach 100/200ft., one target. Hit: 15 (1d8 + 11) piercing damage.

Unrelenting force: Fus-Ro-Dah (Recharge 5-6). All creatures in a 30-foot cone in front of Draugr Deathlord must make a DC 20 Strength saving throw or be flung to the the end of its reach, landing prone upon landing. If the creature is Huge or larger, or a dragon, it is not flung, but loses its balance and falls prone nevertheless on a failed save.

Disarm: Zun-Haal-Viik (Recharge 5-6). All targets in 1 30-foot cone in front of Dragur Deathlord must make a DC 20 Strength saving throw or drop all weapons they're holding in their hands.

Legendary actions.

Draugr Deathlord can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. Draugr Deathlord moves up to its speed without provoking Opportunity Attacks.

Attack. Draugr Deathlord makes one Weapon Attack.

Parry (costs 2 actions). Draugr Deathlord adds its proficiency bonus to armor class until the beginning of its next turn.

Named draugr:

  • King Olaf One-Eye
  • Sigdis Gauldurson
  • Jyrik Gauldurson
  • Mikrul Gauldurson
  • Red Eagle
  • Fjori
  • Holgeir
  • Curalmil
  • Gatekeeper DR
  • Yngol's Shade
  • Guardian Saerek
  • Guardian Torsten

Dwarven Automatons

Though Automatons are not entirely creatures, Dwarven Automatons range in size from smaller than a human to larger than a giant. They are golden colored, strong robotic creations made by the Dwemer. They are also extremely resistant to frost damage.

Dwarven Spider

Created by the Dwemer long ago, the Dwarven spiders served as repair drones, keeping the massive machines in working condition, even long after their Dwemer masters had vanished (which might explain why the machinery in Dwemer ruins still remains functional).


Dwarven Spider

Small construct, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 66 (12d6 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 4 (-3) 11 (+0) 7 (-2)

  • Damage immunities poison, cold
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 10
  • Languages None
  • Challenge 3 (700 XP)

Magic resistance. Dwarven spider has advantage on saving throws against spells and other magical effects.

Charging jump. When a dwarven spider is 10 feet away from its target, it can leap towards it as a part of the move action and make a single claw attack. If it hits, multiply the damage by 4.

Actions

Multiattack. Dwarven spider makes 2 claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shock spit. Ranged Spell attack: +2 to hit, reach 15ft., one target. Hit: 14 (4d6) lightning damage.


Dwarven sphere

Dwarven spheres can be found in all Dwemer ruins. When not engaged in combat, they are found folded up into a large metal ball shape roughly a meter in diameter, rolling around via a pair of diagonal wheels on either side. When they sense an intruder nearby, Dwarven Spheres will open up and unfold their body to full height, attacking with whatever weapons are mounted on their forearms. They can also appear out of massive pipes in the walls, popping out when a nearby trap is triggered, or simply if an intruder gets too close.

Combat. Though they appear lanky, Dwarven Spheres are fast and tough. They are often armed with a sword blade mounted on one forearm and a crossbow on the other, allowing them to attack both up-close and from afar.


Dwarven Sphere

Medium construct, Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 4 (-3) 14 (+2) 7 (-2)

  • Damage immunities poison, cold
  • Condition Immunities charmed, poisoned, all enchantment spells and spell-like effects, prone
  • Senses passive Perception 12
  • Languages None
  • Challenge 8 (3,900 XP)

Magic resistance. Dwarven sphere has advantage on saving throws against spells and other magical effects.

Mobility. Dwarven spheres do not provoke Opportunity Attacks caused by moving out of their opponent's reach.

Guardian's design. Dwarven sphere's weapons always deal 3d8 points of damage.

Actions

Multiattack. Dwarven sphere makes 3 attacks with its crossbow or arm blade, in any combination.

Arm Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Crossbow. Ranged Spell attack: +6 to hit, reach 120/320ft., one target. Hit: 16 (3d8 + 3) piercing damage.

Dwarven Balista

"One of the most dangerous Steam Animunculi is the Dwarven Ballista, which fires a bolt that can penetrate even the thickest armor."


Created by the Dwemer long ago, the Dwarven Ballistas served as guardians and warriors. Much like Dwarven Spheres, Dwarven Ballistas maintain a constant vigil over the ruins their masters once called home.


Dwarven Balista

Large construct, Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 210 (20d10 +100)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 20 (+5) 4 (-3) 14 (+2) 7 (-2)

  • Damage immunities poison, cold
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 12
  • Languages None
  • Challenge 13 (10,000 XP)

Magic resistance. Dwarven balista has advantage on saving throws against spells and other magical effects.

Powerful bolts. Dwarven balistas shoot powerful metal spears that can pierce the most powerful armor. When an armored enemy is struck with a bolt, it receives a -1 penalty to Armor Class until the armor is repaired. If this reduction reduces the Armor Class received from the armor to 0, the armor is destroyed. If an unarmored enemy is hit with a bolt, double the damage from it.

Actions

Balista bolt. Ranged Weapon Attack: +9 to hit, reach 120/320ft., one target. Hit: 49 (8d10 + 5) piercing damage.

__

Dwarven Centurion

Dwarven Centurions are very large mechanical guardians in Dwemer ruins. Their giant bodies, undoubtedly designed for combat, are constructed of solid Dwemer blocks and armored with thick dwarven plates. Their arms are equipped with a Dwarven Warhammer and a Dwarven Battleaxe. Their enormous body makes them move slowly, but they can take lots of damage and use very powerful attacks.

Of all the Animunculi left behind by the ancient Dwemer, the Dwarven Centurions are the most elaborately constructed, well-armed, defensive, and arguably the most dangerous.


Dwarven Centurion

Huge construct, Neutral


  • Armor Class 21 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 25ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 4 (-3) 16 (+3) 7 (-2)

  • Skills Perception +9
  • Damage immunities poison, cold; bludgeoning, piercing and slashing damage from nonmagical weapons that aren't adamantine
  • Damage resistances bludgeoning, piercing slashing from weapons that aren't adamantine; all spells and spell-like effects
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 19
  • Languages None
  • Challenge 17 (18,000 XP)

Magic resistance. Dwarven centurion has advantage on saving throws against spells and other magical effects, and takes only half damage from magical sources.

Legendary resistance (3/day) If the Centurion fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Dwarven centurion makes 3 attacks: 2 with its warhammer and 1 with its battleaxe.

Dwarven Warhammer. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The creature must then make a DC 18 Strength saving throw or be knocked prone.

Dwarven Battleaxe. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 27 (3d12 + 8) slashing damage. The creature must then make a DC 18 Strength saving throw or be knocked prone.

Steam Breath (Recharge 5-6). TThe dragon turtle exhales scalding steam in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one. Being Underwater doesn't grant Resistance against this damage.

Falmer

"The Falmer are twisted, evil creatures that dwell in Skyrim's deepest reaches. They have but one desire - to destroy the surface world, and any who dwell above."


The Falmer are the degenerate offspring of an endangered species of elves, Snow Elves, who dwell in the ancient Dwemer ruins hewn from Skyrim's expansive subterranean caverns. Although blind, their senses of hearing, smell, and touch are attuned far beyond those of most other races.

History

The Falmer were not always the hideous, pale-skinned creatures that reside in ancient Dwemer ruins. They were once members of an even more ancient and powerful race known as the Snow Elves, beings of grace with wisdom beyond that of even the High and Wood Elves that now populate Tamriel's woodlands.

Origins

A common misconception among the people of Tamriel is that the Snow Elves were tricked by the Dwemer into eating a mushroom native only to Blackreach, which then turned them into the repulsive creatures they are today; however, an


unsullied Snow Elf by the name of Knight-Paladin Gelebor stated that with the little chance of survival, they willingly took to servitude and the poison that rendered them blind. Years of slavery and the blinding poison turned them into the sick and twisted race they are currently.

Physiology

The Falmer's bodies are hideous, otherworldly corruptions of typical Mer physiology. Living in cramped, dark caves all their lives has rendered their backs hunched, their joints heavily scarred, and their skin deathly pale. Their eyes are tiny and useless, though their ears are larger and more sensitive than those of their surface-dwelling cousins. Their noses are nothing more than thin, skeletal slits on their faces, and their teeth are jagged and rotten. Although a typical Falmer may appear small and emaciated, they can be surprisingly quick on their feet and deliver quick, powerful blows with a sword.


Falmer

Medium humanoid, Neutral evil


  • Armor Class 15 (Falmer armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 9 (-1) 14 (+2) 6 (-2)

  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 12
  • Languages Elvish
  • Challenge 1/4 (50 XP)

Blind adaption. The Falmer are completely used to being blind, and receive no penalties for that condition, except automatically failing all Perception checks relying on sight. An invisible creature doesn't get advantage on its Stealth checks against the Falemr.

Actions

Falmer sword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Falmer bow. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Falmer Skulker

Medium humanoid, Neutral evil


  • Armor Class 17 (Falmer armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 9 (-1) 16 (+3) 6 (-2)

  • Skills Perception +5
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 15
  • Languages Elvish
  • Challenge 2 (450 XP)

Blind adaption. The Falmer are completely used to being blind, and receive no penalties for that condition, except automatically failing all Perception checks relying on sight. An invisible creature doesn't get advantage on its Stealth checks against the Falemr.

Actions

Multiattack. Falmer Skulker makes 2 attacks with its sword, or 2 attacks with its bow.

Falmer sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Falmer bow. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage.

Frostbite. Ranged Spell Attack: +5 to hit, reach 20ft., one target. Hit: 6 (1d12) cold damage, and the target's speed is reduced by 5 feet for 1 round. Falmer Skulker can use its action on subsequent turns to automatically deal this damage and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.


Falmer Nightprowler

Medium humanoid, Neutral evil


  • Armor Class 17 (Falmer armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 9 (-1) 18 (+4) 6 (-2)

  • Skills Perception +7
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 17
  • Languages Elvish
  • Challenge 5 (1,800 XP)

Blind adaption. The Falmer are completely used to being blind, and receive no penalties for that condition, except automatically failing all Perception checks relying on sight. An invisible creature doesn't get advantage on its Stealth checks against the Falemr.

Actions

Multiattack. Falmer Nightprowler makes 2 spell attacks: one with an Ice Spike and the other with Frostbite.

Falmer sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 5 (1d8 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Frostbite. Ranged Spell Attack: +7 to hit, reach 20ft., one target. Hit: 10 (1d12 + 4) cold damage, and the target's speed is reduced by 5 feet for 1 round. Falmer Skulker can use its action on subsequent turns to automatically deal this damage and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.

Ice Spike. Ranged Spell Attack: +7 to hit, reach 40ft., one target. Hit: 17 (2d12 + 4) cold damage and 8 (1d8 + 4) piercing damage.



Falmer Shadowmaster

Medium humanoid, Neutral evil


  • Armor Class 18 (Falmer armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 13 (+1) 18 (+4) 6 (-2)

  • Skills Perception +8, Stelath +9
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 18
  • Languages Elvish
  • Challenge 8 (3,900 XP)

Blind adaption. The Falmer are completely used to being blind, and receive no penalties for that condition, except automatically failing all Perception checks relying on sight. An invisible creature doesn't get advantage on its Stealth checks against the Falemr.

Actions

Multiattack. Falmer Shadowmaster makes 2 attacks with its bound sword and one spell attack.

Bound sword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Frostbite. Ranged Spell Attack: +8 to hit, reach 20ft., one target. Hit: 10 (1d12 + 4) cold damage, and the target's speed is reduced by 10 feet for 1 round. Falmer Skulker can use its spell attack on subsequent turns to automatically deal this damage and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.

Ice Spike. Ranged Spell Attack: +8 to hit, reach 40ft., one target. Hit: 17 (2d12 + 4) cold damage and 9 (1d8 + 5) piercing damage.


Falmer Warmonger

Medium humanoid, Neutral evil


  • Armor Class 18 (Falmer armor)
  • Hit Points 190 (20d8 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 6 (-2)

  • Skills Perception +10, Stelath +10
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 20
  • Languages Elvish
  • Challenge 11 (7,200 XP)

Blind adaption. The Falmer are completely used to being blind, and receive no penalties for that condition, except automatically failing all Perception checks relying on sight. An invisible creature doesn't get advantage on its Stealth checks against the Falemr.

Actions

Multiattack. Falmer Warmonger makes 2 attacks with its bound sword, uses its Frostbite, and shoots an Ice Spike.

Bound sword. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Frostbite. Ranged Spell Attack: +10 to hit, reach 20ft., one target. Hit: 11 (1d12 + 5) cold damage, and the target's speed is reduced by 15 feet for 1 round. Falmer Skulker can use its spell attack on subsequent turns to automatically deal this damage and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.

Ice Spike. Ranged Spell Attack: +10 to hit, reach 40ft., one target. Hit: 18 (2d12 + 5) cold damage and 9 (1d8 + 5) piercing damage.

Frostbite Spider

Frostbite Spiders exist in several varieties and can be found throughout Skyrim's wilderness, as well as inside dungeons and mines (such as Redbelly Mine).


They will spit poisonous venom from afar during combat, which can be harvested and used on weapons after they are killed. Upon attacking, they will make a screeching or scuttling noise. They attack with their mandibles and legs when up close. Frostbite Spiders' health and strength depends on the size of the spider. Their lairs are often strewn with webs which they can use to descend upon their unwary prey from above.


Dungeons containing Frostbite Spiders often have webbing around their entrances. Inside, webs frequently contain the desiccated corpses of creatures and adventurers. While some can simply be walked through, others must be cut or burned away in order to proceed. While they are usually the sole inhabitants of their residences, Frostbite Spiders will occasionally share an abode with Vampires, Falmer, or other creatures, whom they are friendly with.


Frostbite spider

Medium beast, Unalligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +6
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 10
  • Languages None
  • Challenge 1/2 (100 XP)

Spider climb. Frostbite spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web sense. While in contact with a web, Frostbite spider knows the exact location of any other creature in contact with the same web.

Web Walker. Frostbitw spider ignores Movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.


Giant Frostbite spider

Large beast, Unalligned


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d10 + 30)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 4 (-3)

  • Skills Stealth +7
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 11
  • Languages None
  • Challenge 5 (1,800 XP)

Spider climb. Frostbite spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web sense. While in contact with a web, Frostbite spider knows the exact location of any other creature in contact with the same web.

Web Walker. Frostbite spider ignores Movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Poison spit (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit: 36 (8d8) poison damage, and the target is poisoned for 1 round.

Hagraven

"This Hagraven was horrifying, almost human but more an abomination of woman and creature [crow] fused together, nothing more than a husk of humanity surrendered in exchange for possession of the powers of dark magic." -Herbane


Hagravens are a mix of an old crone and a crow, and are exclusively female. They are often called witches, and many serve the Forsworn as Matriarchs

History

Legend has it they were once witches but gave up their humanity to become hagravens. They despise nature, and hunt down spriggans to capture and sacrifice. The Forsworn revere them greatly, and in the book The Madmen of the Reach, it is noted that the hagravens were in the Reach since "the beginning."

Appearance

Hagravens are hideous avian-like humanoids with scraggly grey hair, pale skin, hooked noses and solid black eyes. Their limbs are long and bony, and their hands and feet each have four digits ending in sharp talons. They dress in tattered black garments and have black raven feathers bound to their shins and forearms. All hagravens are female.

Powers

For sacrificing their humanity, hagravens gain enhanced magical powers that trump most other witches and warlocks. In addition to an innate resistance to spells, hagravens can cast spells powerful warlocks can, as often as a sorcerer. They prefer to keep their distance, lobbing spells at any would-be attackers. In close quarters they will attack with their filthy claws. They can also cast healing spells on themselves when damaged or fleeing.



Hagraven

Medium humanoid, Chaotic Evil


  • Armor Class 13 (16 with Mage Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 25ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 20 (+5)

  • Saving throws Wisdom +7, Charisma +10
  • Skills Arcana +5, Intimidate +10, Perception +7, Stealth +8
  • Damage resistances damage from spells; bludgeoning, slashing, piercing from nonmagical weapons (from stoneskin)
  • Senses Dakrvision 60ft., passive Perception 17
  • Languages Common, Elvish
  • Challenge 10 (5,900 XP)

Magic resistance. A Hagraven has advantage on saving throws against spells and spell-like effects.

Spellcasting. A Hagraven is a 14th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She knows the following spells:

Cantrips (at will): firebolt, light, mage hand, prestidigitation

Other (always cast using 7th level spell slot) (14 slots): *magic missile, cure wounds, burning hands, mage armor, healing word, mirror image, misty step, scorching ray, counterspell, fly, fireball, stoneskin, cone of cold

Actions

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage.

Spriggan

"I am Groot."


The Spriggan is a creature that can be found across Skyrim. Spriggans can usually be found underground in caves, or in dense forests

Behaviour and appearance

Spriggans are beings which are made entirely of wood and magical energy; the source of which is their taproot. Spriggans are attracted to taproot, and Hagravens manipulate this weakness by hanging taproots from trees to attract spriggans. Hagravens then sacrifice them for their magical characteristics, and because of their hatred of nature.

Combat

In combat, spriggans have the ability to use the Invisibility spell, heal themselves quickly when low on health, and attack their target with a swarm of bees which can poison it.

Their most notable ability is their ability to enthrall the nearby wildlife - including animals not normally hostile like deer, goats and foxes - to come to their aid; enthralled animals bear a green aura and the effect can be overridden with the Animal Allegiance or Kyne's Peace shouts.


Spriggan

Medium fey, Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 18 (+4) 6 (-2)

  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge 3 (700 XP)

Speak with beasts and plants. The spriggan can communicate with Beasts and Plants as if they shared a Language.

Tree stride. Once on his turn, the spriggan can use 10 ft. of his Movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Regeneration. When dropped to 5 hit points or fewer but not instantly killed, the spriggan regenerates 52 (8d8 + 16) hit points. This ability can only be used once per day.

Actions

Swarm of bees (1/day). As an Action, the spriggan can summon a swarm of bees to assist it in combat. For the swarm use the swarm of instects stat block: http://www.orcpub.com/dungeons-and-dragons/5th-edition/monsters/swarm-of-insects

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage and 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour.

"Trolls can be found in any region throughout Skyrim, both deep underground or wandering the wilds."


Trolls are large, hairy, ape-like creatures with sharp fangs, claws and long, powerful arms. These creatures have three beady black eyes, their skulls being easily recognized by their three eye sockets. Commonly found in forests, such as the Rift, trolls also inhabit caves, ruins, and mountains. While they are not very intelligent, Trolls compensate with tough physical prowess and the ability to regenerate health.


Troll

Medium giant, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Skills Perception +2
  • Senses Darkvision 60ft., passive Perception 12
  • Languages Giant
  • Challenge 6 (2,300 XP)

Keen smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Brutal strikes. The troll adds double its Strength modifier on damage rolls with its claws.

Actions

Multiattack. The troll makes 2 claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 15 (2d6 + 8) slashing damage.


Frost Trolls

Frost Trolls are considerably stronger than regular Trolls, and are tough adversaries. Frost trolls are weak to fire damage and resistant to frost damage. They should be taken out as fast as possible as a prolonged battle will allow them to heal their wounds.


Frost Troll

Medium giant, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d8 + 75)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 20 (+5) 7 (-2) 10 (+0) 7 (-2)

  • Damage vulnerabilities fire
  • Damage resistances cold
  • Skills Perception +4
  • Senses Darkvision 60ft., passive Perception 14
  • Languages Giant
  • Challenge 8 (3,900 XP)

Keen smell. The frost troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The frost troll regains 15 hit points at the start of its turn. If the frost troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The frost troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Brutal strikes. The frost troll adds double its Strength modifier on damage rolls with its claws.

Actions

Multiattack. The frost troll makes 2 claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 23 (2d8 + 14) slashing damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Wisp

Wisps are small, glowing phantasms. They typically appear with Wispmothers, and drain their victims' life energy with their special attack, Wisp's Kiss. Destroying them causes damage to the Wispmother.

Behaviour

Wisps often float around other wisps if they are in the same area, but will attack if provoked. However, it is possible to walk among the wisps without them attacking.

Wispmother

Wispmothers are creatures found in the frozen, mountainous regions of Skyrim. Wisps can be spotted floating in the wild, and remain neutral. If the wisp is approached, it moves away and eventually leads to a wispmother.

Combat

During combat, wispmothers summon three to four smaller wisps or shades to attack while she casts a volley of frost spells. The wispmother stays on the move to avoid magical attacks. The smaller wisps follow whomever the wispmother is attacking, regardless of distance, and drain health.


Wisp

Tiny fey, Unalligned


  • Armor Class 12
  • Hit Points 36(1d4 + 5)
  • Speed 20ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 10 (+2) 3 (-4) 10 (+0) 8 (-1)

  • Condition Immunities grappled, paralyzed, charmed, prone
  • Damage resistances cold
  • Senses Darkvision 60ft., passive Perception 10
  • Languages none
  • Challenge 1/4 (50 XP)

Pack Tactics. While another ally of the wisp is 5ft. within the target, the wisp has advantage on its attack rolls.

Actions

Wisp's kiss. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) necrotic damage.



Wispmother

Medium fey, Neutral Evil


  • Armor Class 20 (natural armor)
  • Hit Points 100 (14d8 + 28)
  • Speed 50ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 10 (+0) 12 (+1)) 20 (+5))

  • Skills Acrobatics +9, Arcana +4, Perception +5, Stealth +9
  • Condition Immunities grappled, paralyzed, charmed, prone
  • Damage resistances cold
  • Senses darkvision 60ft., passive Perception 15
  • Languages Sylvan
  • Challenge 8 (3,900 XP)

Spellcasting. Wispmother is a 9th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She knows the following spells:

Cantrips (at will): ray of frost, light, mage hand, prestidigitation, minor illusion

1st level (4 slots): frostbite (cold damage witch bolt), charm person

2nd level (3 slots): mirror image, misty step, levitate

3rd level (3 slots): Iceball (cold damage fireball), counterspell

4th level (3 slots): ice storm, blight

5th level (1 slot): cone of cold

Actions

Open Chin Choke. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Scorpion Flurry. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Made by: Luka Vodanovic Made with: Homebrewery

Credits

  • Homebrewery
  • All of the amazing artists whose work I used
  • elderscrolls.wikia, for an easy access to information needed to make this happen
  • Bethesda studios, for creating Skyrim
  • Wizards of the Coast, for creating the 5th edition of D&D

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