SkyrimMM

Crystal Golems
Crystal Golems are large masses of faceless and vaguely humanoid crystal, animated by unknown means, that patrol Blackreach. Despite Azura's realm Moonshadow and Meridia's realm Coloured Rooms being almost inaccessible to mortals, its sure some of them also roam that realms since they'r summoned sometimes by Azura's and Meridia's worshippers.

A rarer golden variant do exist, and seems to be particularly connected to Meridia.

Ice Golem
First appeared on TES Arena, the Ice Golems are giant sentient constructs, made of pure ice, raised by powerful sorcery. The creation of Ice Golems dates back to times no mortal can remember. Golems follow simple tasks, given to them by their masters, i general, they're basically man-made simpler atronachs. Often, they are ordered to protect some place or items and they are still bound to this duty even when their masters are already dead for a long time. But this kind of Atronach seems to be specially hard to deal. Some of the Ice Golems simply born unbound or get uncontrollable after some time of service and end killing their masters and leaving into the snow forests. Maybe because they are too strong, maybe because the current era mages are too weak, probably the second.

But indeed Ice Golems have a very strong and independent personality, what is rare to golems, that commonly are just made sentient of half sentient by magic, or artifacts, not have a human soul, or animal soul, or a daedra soul, inside them, in this last case they're commonly known as atronachs.

The strength and resilience of Ice Golems is quite similar to other golems. They tend to be a bit faster and more agile compared to stone golems but are not heavily armoured. They are only able to survive in cold climate as Ice Golems will melt in warmer regions unless some kind o magic is applied to prevent this. In cooler areas it is much easier to raise Ice Golems than their stone or fire cousins.

Since Frost Atronachs are also giant frost brutes too, and much more docile, intelligent and less feral (because daedra have souls), mages no more create Ice Golems to serve as guardians. So the only ones that remain are the strayed ones from the past eras. They live on the snowy forests and use mimetic and camouflage to ambush their prey. They spike a snowy pine on the top of their backs and remain inside the snowy ground just with the pin outside, close to snow forest roads, when a human carriage approaches, they raise from the ground to freeze and eat them.

Mimics
Mimics are one of the strangest daedra of Sheogorath. They disguise themselves as chests, waiting for victims to try to open them. When a player attempts to do so, Mimics will proceed to attack him with their long sharp claws. When your health goes to low, they will also frequently try to chomp on you in a special grab move with their large mouths filled with pointed teeth, causing death. Before activated, they resemble just common chests inside dungeons, but when you touch the chest, they reveal a large, lolling tongue and lines of dangerous teeth, followed by the slender arms and legs. Once upright they will begin to aggressively pursue their prey. Mimics are fast, tough, and deal a relative damage; they can easily kill the unprepared.

It is unknown if the chest is part of them, or they just possessed a common chest, but due to legends about mimics possessing other objects, and due to the fact they drop common chest items, probably the last option is the most probable.

They are smart, and sometimes they wait disguised as a chest close to normal chests, in order to lure their prey.

Dwarven Colossus
Dwarven Colossus are massive dwarven automatons, much stronger than the average Centurion and also the Forgemaster itself, with incredible resistance and fire power. They possess specialized weapons on their arms, the right one having a large dual-blade gauntlet and the left one having a hammer piston that creates fire pulses. They are also able to breath fire, and create heat around them that cause area damage.

Cyrodilic Minotaurs
Cyrodilic Minotaurs are forest creatures that have the physical features of both man and bull. This variant has more primitive traits than the Skyrim's variant. They don't use armour, or heavy weapons, but are more bulkier and feral, also have more endurance and stamina, but are relatively smaller, slower and weaker, than their Skyrim's cousins, but still formidable foes. They also have more fur and beast-like appearance, for example, much bigger horns.

All Minotaurs are likely descendants of demigod Morhaus, who said to be man-bull, and Belharza the Man-Bull, Morihaus' alleged son from Alessia and second emperor of the First Cyrodilic Empire.

Cyrodilic Minotaurs are the most degenerate descendants of him and the now extinct Alessian Empire minotaur civilization.

Since this variant is native from Cyrodiil, you only will see them in Skyrim close to Cyrodiil frontier, both in Falkreath hold, Reach and the Rift.

Despite commonly solitary, some can team up on small gangs, commonly with a Cyrodilic Minotaur Lord as leader, this is very rare, but happens, only on this variant.

In combat they attack with their iron weapons, punches and head charges. The charges are very rare, and can throw you away. They take time to charge, so when the amulet starts to get more yellowish, this means they are almost gathering all the kinetic energy to a new charge.

Land Dreugh
The Dreugh or Dreughs are a Tamrielic race of powerful aquatic creatures observed primarily in Morrowind (especially the Inner Sea), the Illiac Bay, the Abecean Sea, Black Marsh and Cyrodiil. They are often hunted for their wax and hide.

Once common throughout Vvanderfell, Ebonheart and the surrounding waters, they have been driven into isolated pockets in more recent times. There is some doubt on whether they shouldn't be classified along with Argonians, for their semi-aquatic nature and "troglophiliac" humanoid form.

According to legend, the Dreugh devolved from a much more intelligent and civilized race due to conflict with the Dunmer (who used their hides and wax), and powerful, tyrannic Dreugh kingdoms, are reported by Mankar Camoran in his Mythic Dawn Commentaries even going as far as to state they once ruled the world. That notion is explored in Vivec's lessons, where it is stated that, "when the dreughs ruled the world, the Daedra Prince Molag Bal had been their chief". The sermon gives details of the form Bal took at the time, describing it as "spiny and armoured and made for the sea".

Additionally, tales of civilized Land Dreugh colonies (purported to have built stone houses and structures) exist, which affirm that the species raised mudcrabs for sustenance, but no evidence of such behaviour exists today."

Gravelord
Gravelords are immensely powerful undead beings connected to the principle of Sithis and the Void, the representation of the primordial states of emptiness and chaos, and that is neither Aedra or Daedra. Despite this, Gravelords also can be seen on Coldharbour and Soul Cairn, proving that they may be just daedric in nature, but with spiritual connection with the void principle of Sithis, or simply outlanders on that planes, and spawns of the Void itself.

Bolgans
The large Bolgans are a brutish ancient race, easily identified by their red skin and heavy dwarven weapons and armour they carry. They once lived in all the province of Skyrim, coexisting with the snow elves and the dwemer in peace. When the nords and giants arrived on Tamriel with a thirst for conquest, the bolgan were decimated and almost extinct. The Dwemer, the only ones capable of standing before the nords, most in part because they lived in different locations and have much different interests, offered to the bolgans help and protection, pretty much the same they've done to the snow elves, but in the bolgan's case with the intention to use them as living weapons in the battlefront because of the great physical strength.

Once common in all the province, herding their boars that they used in savage fights (one of their principal cultural traditions), now only few bolgans can be seen prowling some Dwarven ruins entrances, using of of the equipment given to them by the Dwemer ages ago to make them stronger and still more fearsome in battle. Nord legends tell that a Bolgan can defeat a Dwarven Centurion if they want to, suffering almost no damage.

In the ancient times, bolgans were relatively broad-minded with the other race, but in the current times they become extremely violent and will kill everyone who crosses their paths. Despite this, some Bolgans, generally the ones addicted to alcohol, have accepted to work as mercenaries and bodyguards to some bandit leaders or wizards, and also protecting the exits of Cidhna Mine. But in general, Bolgans are seen by the other races as fierce, heartless and thug beasts, much worse than Giants. Some of them paint their bodies with tribal signs, and their skin colour can be red or orange.

Old Gods of the Hunt
The Old Gods of the Hunt, also known as Ancient Leshens, are one of that powerful beings summoned by a previous ancient Wild Hunt, and that still roams through Tamriel in very small numbers, some speculate that they are also more ancient than that, being creatures that existed since before the Green Pact between the Bosmer and Y'ffre. Ferocious and stunningly powerful, this wild hunt beasts are related to Hircine, and consequently with the hunt, the nature, and wild predators (there is always a pack of strong wolves or bears with them) and the Forsworn and Bosmer, who worshipped them since the beginning as their Old Gods. Nord hunter say that they are just legends and scary children stories, but the Bosmer and Reachmen who live in Skyrim knows what horrible power are hidden in the woods.

These mighty beasts are able to call for animals to aid them in combat, also infusing part of their powers on them, summoning wild hunt spirits, control a flock of crows, spit swarms of insects on you, control the woodland wind in order to create small gusts, turn invisible, raise roots from the ground, slow the time on the area of the battle and obviously attack with their sharped claws, that drain your endurance.

In Falkreath Hold there is a legend of one of them protecting the forest, called by the people as Woodland Spirit, but in recent times most people think that he's just a myth.

The past generations that lived on Haafingar told stories about a group of reachmen that worshipped what they called Old God of the Hunt inside a giant grove on their woods.

Other legends do exist of others of their kind living inside giant forest covered caves in the province, so, be aware while exploring woodlands.

Forsworn and Druids commonly try to recreate the Wild Hunt process that results in the transformation into one Ancient Leshen. A completely successful transformation is not yet known to be achieved, but some briarheart and high druids have managed to transform themselves in a weaker form of this beasts, what scholars known just as Leshens.

Grahl
The Grahl is a member of the troll family, but besides that very little is known about these creatures, some people also think they are just a myth. On ancient times they existed in all the province of Skyrim, but with the arrival of nords, giants, and other predators from Atmora, they were exiled into the remote snowy caves on the island of Solstheim. They have an unusual appearance, a bulky blue body, a pair of long tusks protruding fro their mouths, long limbs ending in large clawed paws, ice spikes covering their back, large glowing red eyes and covered in white fur. They can restore their health in combat, and walk slowly than common trolls, but are stronger than their strikes cause some small frost damage.

Apparently they deal well with Rieklings that commonly give them food to maintain than as guards to their lairs. Reavers and unaware travellers are commonly that food.

Bantam Guars
Bantam Guars are small chubby, docile reptilian creatures, native from Morrowind, Valenwood and Elsweyr. In one book on fauna, they are described as part of the Scuttler family and unrelated to true Guar. They are also commonly called "ugly chickens" due to their appearance and behaviour, and like chickens are raised for eggs and meat. Both Raven Rock and Tel-Mithryn raise them, and you can also fin some wild flocks on the ash coasts that will flee when you approach.

Goblins
Goblins are small, violent, primitive orc-kin humanoids found throughout Tamriel, often living in sewers, caves, and ruins in small clan-based societies. They have green skin, big eyes with slitted pupils, pronounced canine teeth, pointed elven-like ears, long arms and little hunchbacks. Goblins worship the Orc god Mauloch, an aspect of Malacath, as goblins are a type of orc-kin they are protected and guided by him. Goblins were among those responsible for the original founding of Orsinium, and still offer their work to Orcs in change of protection inside their strong walls. Goblins take a traditional view to their outfits, with some rusty pieces even dating back to the First Era. This is called the "Primal" culture set by ethnographers, however, it is unknown if they inherited it from previous generations, looted it from ancient ruins, scavenged it from other civilizations, or forged it themselves.They are known for their vicious combat capabilities with both melee and ranged weapons, although some learn the ways of magic. Goblin society is primitive and violent, and often poses a threat to the more advanced societies that surround them. While their societies are often led by the strongest and largest goblins (called warlords) or their religious leaders (called shamans), some tribes are ruled by other races, for example in Skyrim with the appearance of dragons and the civil war, many goblin clans were divided, or exterminated, so many found protection inside orc strongholds, in change they need to act passive against other races and work as sentinels and on the mines. This clans have the name of the strongholds when they have small camps outiside, and will not attack you unless provoked. Goblin shamans are usually the most intelligent members of a tribe and the ones that lead in religious practices. They are also the leaders on the docile clans surrounding the strongholds, since the warlords (commonly the leaders) do not accepted this and are still leading aggressive and dangerous clans outside on the forests of rift, falkreath, reach and haafingar, much times close to the streets to attack and steal things from travelers. Also because the civil war, lots of bandits are now hidden on caves, caves in the past occupied by goblin clans, so they are nowadays basically nomadic, expelled from their underground lairs, now living in small camps outside, easely distinguable at a distance due to the heavy smoke produced by their campsites. Sometimes you will find them trying to take back their caves, fighting bandits on them, and if you have my ogre mod installed, several of this cases are now ruled by ogres alongside the goblins, and if you have not, you will just find goblins trying to do so. Also on the Reach they lost their ruins and caves to forsworn, and are now deadly enemies of them, sometimes you will find them fighting against eachother for locations. Much rarely they try to attack giants, but since they are low level creatures, commonly does not end good to them.

The symbol of a shaman's position is often a totem (made with a goblin head) and a headdress, if taken or lost, the tribe will do anything to get it back. Giant Goblins once inhabited Hammerfell before the arrival of the Ra Gada. They were conquered by Divad Hunding, although not entirely exterminated. A Redguard hero named Derik Hallin was famed for fighting back against the Giant Goblins upon their return to the Alik'r. Goblins are also native to the Summerset Isles, and were there when the Aldmer first arrived. Durzogs are reptilian dog-like creatures that goblins raise for war and to hunt down their victims, but not commonly in skyrim.

The goblins of Cyrodiil raise rats in pens for their meat. And the ones on Skyrim seems to like Skeever, as you can see on their camps, while there is allways a cooked skeever. Many variants to exist, and despite weak, they can outnumber you easely. Being Orc-Kin, and child of Malacath, they are cousins of Orcs, Cyclops, Cyclopids, Gremlins, Ogres, Gremlins, and others.

Aurorans
Aurorans are golden tall humanoid daedra from Meridia's realm, wearing bright armours made from enchanted pure gold and wielding light-enchanted auroran axes and staves. They're covered in a constant light cloak and are skillful lightspell casters. Despite the strong connections with Meridia, the princes Azura and Sheogorath are also related to their creation, and they share some kinship with Sheogorath's Golden Saints.

Many variants do exist amongst the ranks of Aurorans, the common variant, the Auroran Knight, the Battlemage, the General and the Auroran Kings. Scholars speculate that this last ones are Ayleid Kings that received from Meridia herself the blessing to become daedra and command an army of Aurorans, this atleast was the case of Umaril the Unfeathered. Its unknown if Knights, Battlemages and generals also have the same origin.

Besides the fact that can cast powerful light spells, they can also split beams of light that act like lasers in order to damage you.

Poison Drake
As stated before in my Drakian Hydra mod, drakes are very similar to the dragons, but some of them have more monstrous physical aspects, also are commonly smaller. They are smart, but not as much as the dragons (but more than wyverns, dragonlings, dracolizards, etc.), the same for the power question. But they are much more evil, and are generally connected to the daedras. In general they can't use Thu'um or speak.

The Poison Drakes are a variety of 6 limb medium size green drake aligned to the sphere of Peryte and follower of his teachings. This make them expert poison magic users, what you can easely see when fighting them. They have big and sharped spikes alongside their bodies, connected by green fins, 2 horns on respectively the nose and jaw, small arms and legs, a not so big pair of wings, a long spike-covered tail and a mouth filled with sharped teeth. Smaller and much faster than a dragon, be carefull because what he may lacks in strenght, he has in magical power and speed.

Not very common, 2 are known to guard Bthardamz entrance, but you will find more on map.

Basilisks
First mentioned on the "Pocket Guide to the Empire", Basilisks are horrible flying chimeras resembling giant poisonous serpents with feathered heads and wings, and a giant scorpion-like tail, created by powerfull alchemists, commonly on Valenwood. The process is clouded in mistery, but is known that they born of eggs laid by male snakes consorting with other male snakes. The egg must be incubated for forty-four days by a rooster, which is devoured by the little beast as soon as it hatches, but certainly the process is much more complex. So, as you can see, the process is exactly the opposite of the one used to create cockatrices.

Legends tells that Basilisks hates everything that lives so fiercely that its glance turns the living to stone and that only a bold adventurer with a mirror can deflect its deadly gaze and defeat the beast, but this are just legends, but based in a fact, the venon spited by Basilisks not only poisons you, but also paralize their victim.

They also do not shun direct fights, in which they strike furiously with wing and tail in an attempt to exhaust their foes. The wings have enormous spurs that are very poisonous. Bites are also dangerous, due to their poisonous sharp teeth.

But their biggest weapon are the scorpion like tail, with a specially venomous poison on the stinger on the end of the tail.

They are smaller and weaker than a dragon, and slightly smaller and weaker than a Griffin too, but are very fast on air and land.

They occur commonly in Valenwood, created by bosmer alchemists, but they can be encountered in skyrim too, specially in the swamps of morthal.

Cockatice
Cockatrices are big flying chimeras resembling a draconic rooster or chicken, created by powerfull alchemists. The process is clouded in mistery, but is known that they born of eggs laid by roosters consorting with other roosters. The egg must be incubated for forty-four days by a toad or snake, which is devoured by the little beast as soon as it hatches, but certainly the process is much more complex.

Legends tells that cockatrice hates everything that lives so fiercely that its glance turns the living to stone and that only a bold adventurer with a mirror can deflect its deadly gaze and defeat the cockatrice, but this are just legends, but based in a fact, the saliva spitted by male cockatrices can paralize you, but just that.

Both males and females are able to spitt some sort of stomachal dangerous purple aci, and they also do not shun direct fights, in which they strike furiously with wing and tail in an attempt to exhaust their foes. The wings have enormous spurs that are very poisonous. Blows from their beaks are especially dangerous, as they aim with deadly precision at exposed flesh and vital organs and leave bleeding, life-threatening wounds.

They are smaller and weaker than a dragon, and slightly smaller and weaker than a Griffin too, but are very fast on air and land.

They occur commonly in High Rock, Cyrodiil and Skyrim, and scholars speculate that the Forsworn are involved in their creation in this last province, probably the Hagravens being the authors, since they act as nature corruptors, and a Cockatrice is basically a nature abomination.

4 variants do exist, the Alpha Cockatrice and the Cockatrice Matriarch are specially dangerous amongst the others, other 2 are the common Female Cockcatrice and Male Cockatrice.

They can be encountered specially in the mountains of the Reach, but some also appear on Eastmarch and the Rift.

Basilisks supposedly are created in the inverted way, being the rooster who hatches the serpent/toad's egg, and are common on Vallenwood. Despite the similar methods, basilisks are completely different, resembling horrible giant leg-less flying serpent monsters.

Abyss Gazers
Abyss Gazers are lizard/frog-like Peryte's lesser daedras with a slim green body and limbs, small head, a mouth filled with sharped teeth, long tail, a bloated sac beneath their mouth, spikes on the back, and enormous eyes. Their oversized eyes are their trademark feature; interestingly, however, these are not their actual eyes, which are in fact miniscule, as you can see looking to an Abyss Gazer clooser, probably being the big ones a mechanism of defense. Upon sensing an enemy, the Abyss Gazer will charge them before leaping in the air to either spew a green mist that inflicts a slow but deadly poisoning, or leaping behind the player in an attempt to block off an escape route. They move quickly in a forward direction but turn slowly. They aren't very dangerous when fought alone, but combat can be tricky when in group. Deals very low damage, and only during their jump attack, but as said before they can spit a fog that can poison you when you stay inside it for a long time. Standing in this smoke for too long will cause death. Also, one time per battle, they are able to spit a paralyzing saliva. Attack them inmediatelly when you find them, since their health is very low, 1 or 2 strikes must be enough, also be carefull, despite the fact that the shield gives you some protection, staying inside the mist, with shield or not, will cause poisoning in all cases, if you stay there much time.

They are usually found in partially floated areas making distinct clicking and frog noises, commonly inside warlock, vampire and necromancer dungeons. The biggest presence is on Bthardamz, where the Peryte afflicteds have made home.

Being lesser daedra, they are not considered specially intelligent, being in the same classe, or lower, as daedrats, hellhounds and clannroths, but probably bellow clannfears, vermais, and others.

Hym
Hym is a type of evil ethereal entity of unknown nature, resembling a floating tall and slender shadow, with long arms with sharped claws, a horned head and spikes alongside it's spine. It's particularly formidable in that it doesn't outright attack its target but instead feeds on the target's guilt or lust for power, tormenting them to the point the person goes completely mad or commit suicide, in the first case, or inducing them into evil or tyrannical ways to achieve that power, in the second case.

Hym is a spiritual obsessor, and his presence alongside a person can be considered a form of possession. Monsters most commonly claim innocents as their victims: tardy merchants, reckless children and traveleres who wander into dark woodlands out of misplaced curiosity. None of the above need fear hyms, however. These wraiths only latch onto particularly despicable individuals who have committed some unspeakable crime or have some abnormal lust for power and/or authority. To all others, they remain completely invisible. When they do show themselves to the one they torment, they appear as a tall, shadow-clad, humanoid silhouette with long, sharp claws, as refered before. Yet hyms do not sink these claws into their victims. Instead, they sap their strength directly, through inflicting suffering or more ambition and selfish disires. Speaking in a voice only the victim hears, they drive him to commit acts of violence, selfishness, aggression and/or self-harm. A hym will seize on a guilty person's worst fears or power disires and weave out of them hideous visions, slowing driving the poor soul into madness, or into a outrageous selfishness. Those tormented by a hym are incapable of restful sleep, for they are tormented by ever-more-frequent, incredibly-realistic nightmares, or because constant dreams where they are achieving their selfish goals with glory. At times the victim will become extremely on edge, yelling pleas or threats at invisible phantoms or confessing his guilt out loud in the hope this will end his torment. This act does not, however, bring any relief, for the hym will not leave until it has addled its victim's wits completely or driven him to suicide. This is the main goal in both cases, since the Hym allways has the suicide of his prey as his main goal, sometimes he just waits a bit more, and goes through more indirect ways to achieve that.

You cant know when a person is bellow the influence of a Hym, if you have the bad luck to slay in combat a possessed person, the Hym will emerge from the person corpse and engage you in combat, where they are fearsome, with their sharped claws, ability to partially freeze space in the area they are and the dark magic they use.

During the main quest, db quest, thieves guild quest, cw quest and mages quest you will find unique Hym's possessing important characters. They are not necessarly evil, just humans with tendencies for authoritarism, sometimes with good intentions, but their lust made them preys for some Hym's. Besides that ones, you will find Hym's possessing random mad people, with lots of guilt, and close to suicide. Sometimes also Bandit Lords with big desires for power are under the possession of a Hym.

Remember that a Hym not necessarly controls the actions of a possessed person, he just increases the lust for power or guilt the person already have, and feed on them. Depending on the stage of the possession, the person can be perfectly in control of her actions, just interacting with the Hym in a very confuse and tenuous way during dreams and hearing sometimes some eventual whispering from the Hym.

Strong minds are much stronger and harder to dominate for a Hym than the minds of regular weak people.

Soul Cairn have some resident Hym's, that are passive unless you attack them. Maybe Soul Cairn are the origin of this strange creatures.

Ogroids
Ogroids are men-eaters, orc-kin beasts with prodigious strength and immense stupidity, generally reaching a height of about twelve feet and weigh up to a tonne. They are dangerously violent and incredibly aggressive, and they engage in unpredictable behaviour, even between themselves. They are really incredibly low in intelligence, of which also Ogres seem to have more. Despite this, they seem to be able to craft simple cloth and their wooden clubs. Solitary, they are not welcome between any of the other Orc-Kin, despite the fact of being cousins to Ogres, Orcs, Goblins, Cyclops, etc., and so, children of Malacath too, since Ogroids regularly try to eat them if they can.

They are native from the mountains of the Reach, and also appear on High Rock, Cyrodiil and Hammerfell.

Gorons
Gorons are Nature Guardians, rock spirits that take the form of male bulky humanoids. This large, mountain-dwelling race, are sligthly bigger than a regular man, but much stronger. Legends tell about some gigantic gorons on craglorn, the largest one being Biggoron, who is roughly about the same height as the peak of a mountain, but this may be just legends. Goron legs are short, especially in comparison to their much longer arms. Gorons typically live in or under mountain ranges of several provinces, specially the warm places of hammerfell and elsweyr. They are also adept at living in non-mountainous regions; it is not uncommon to see Gorons come down from their warm mountain homes or even travel to faraway lands, as seen in Skyrim.

Some also live on islands, such as on Summerset Isles. Befitting with that of their habitat, their durable, round bodies greatly resemble that of stones and boulders, and all Gorons have a hide of ridged stones on their backsides, arms, legs and head. They usually have yellow skin. They have glowing eyes and noticeable lips. Another common trait are their glowing rune symbols tattooed to the sides of their arms, legs, and o the head and torso whether this is natural or not is unknown. They possess moderate intelligence, but despite being revered they are usually hostile towards travelers. They are usually found protecting secluded caves and mountains all over Tamriel, often blending in with the rocks and catching trespassers unaware. They are specially common on Graglorn, and on Skyrim they seems to occur mainly in the mountains of the Reach, close to the Craglorn's frontier. Sometimes they get anger towards miners and open their passage trought the mine walls and attack them furiously and must be stopped.

Gorons attack with their long and strong arms made of pure rock, and can easely throw you away several metters. Gorons are associated with Kynareth, and seems to have good relationship with spriggans and animals.

You can buy the spell to summon Goron from the bosmer court mage of riften.

Griffin
The Griffin is a big flying apex predator native from High Rock, Hammerfell and Skyrim. He looks like a combination of a ferocious lion and a giant eagle. It usually inhabits primeval highlands and builds its nests on unreachable mountain summits, some also occur on the desert areas of Craglorn. The griffin preys on large mammals and, being a highly territorial creature, fiercely defends its hunting grounds. When the first colonists appeared and trade routes expanded, griffins were known to attack settlers and merchants in defense of their territory. Griffins are tough opponents and their strength should not be underestimated. Obstinate and aggressive, they make deadly use of their ability to fly during combat, swooping down on their enemies, knocking them to the ground and ripping them to shreds with their claws, wings, tail and beak.

They are the bigger cousins of both Summerset's Griffons and Valenwood's Hippogriffs, but are much less honorable, inteligent and noble then this last two.

2 color variants do exist of the common Griffin, and a third stronger, bigger and more feral red variant called Archgriffin can be rarely found too, commonly on the mountains, while Griffins occur commonly only on the Tundra.

They are much smaller than a dragon, and considerably weaker too.

Hell Hounds, Barghests
First appared on TES ARENA, Hell Hounds are big demonic dogs from Oblivion, with red skin, little dark fur on head, back and tail, covered in a malignous black shadow and hellish flames, with terrifying glowing red eyes, often summoned by fire aligned mages and dragon priests, and by some dremora lords. Hell Hounds can breath fire, and they serve commonly Dagon and the Deadlands.

Barghests are spectres of plague and disease, and have no real stable form, being just a form of intangible plagued gas in their regular state.

While summoned they create a half-solid half-gaseous shape to attack and to charge in a suicide way into the foe, being desintegrated in a explosion of pestilent gas. In that form they resemble slightly big semi-ethereal green dogs, covered in gas, and with big glowing yellow-greenish eyes.

They are not actually hounds, but invisible entities that serve Peryte, and commonly know to spread disease on mundus, and possessing the body of people, causing them to go sick. Some legends tell that if you start to harm a sick people, sometimes a Barghest may emerge from the victim to defend him, exploding in few seconds after that.

This is not necessarly allways true, but can be seen for example while harming some of the own peryte's afflicteds. Also some Afflicted mages and some necromancers, and peryte cultists, are able to summon Barghests, sometimes packs of them. But besides that, is impossible to see them on the world in their canine like form for much time, because the form is terribly instable due to their pestilent nature. Because that they are kinda usefull as suicide bomb style summons. Also a Barghest can give you almost all the vanilla skyrim diseases with their bites.

The spell to summon Hell Hounds are available in some spell vendors, and the one to Barghest are on Peryte's Shrine.

Ancient Skeleton
On ancient ages, when neither the Blades have appeared yet, groups of honorable, strong and proud men raised their weapons against the tyranny of dragons, when almost all still saw them as mighty gods to be venerated.

This heroic annonymous men have no songs about their feats, no graveyards, no legends, they are nothing to the people they gave their lifes ages ago, to defend them against a foe that nowadays is no more than bones too, like them, just stories, and dust.

But they seem to have a bound together, and now, with alduin resurrecting the dragons to their former state, the souls of this fallen ancient warriors are returning to their bodies to against fullfill their duty: to slay the dragons and destroy their mighty servants, the draugr and the dragonpriests.

It's unknow what lvl of sentience they retain, since they seems to attack everything that comes too closer, but still exists on their bone selfs some sort of purpouse, since they can be seem directly attacking dragon mounds and nordic ruins where dragons are located.

Despite their armors and weapons being rusty, eroded and broken by time, the bound and the sence of purpose makes them faster and smarter in combat them skeletons animated by regular means, maybe because ancient skeletons have a soul in control of the bones.

The more special details is that, despite very weak, their rusty iron weapons seems to have a special effect on dragons, what makes sence in all this bound destiny that both dragons and this ancient armies share on the current time. --

Succubus
A succubus is a highly attractive half- woman half-goat daedra of Sanguine, created by him for the joy of sex. They are not particularly violent, though they draw energy from their sexual partners to sustain themselves, often until the point of exhaustion. Unlike the big part of daedra, succubi feel no desire to kill, do not crave human blood and usually do not, in fact, mean any harm at all. They are motivated and bound on Nirn by one thing and one thing only: an insatiable lust. They try in vain to slake this by engaging in sexual acts with any other humanoid species they encounter, of all genders. While it must be admitted that their "victims" rarely put up much resistance, this does not mean succubi do not present any danger: their never-ending advances, though pleasurable at first, have pushed more than one man to madness or even death. Succubi usually can be found on human settlement, including small villages and populous cities, commonly on taverns, guard barracks, prisons and noble houses. They shower their affections on men as well as women, the young as well as the old, the ugly as well as the beautiful. Some of them are particularly fond of priests and other holy men, whose seduction they treat as a sort of game. Though succubi are peaceful by nature, when forced to fight they will defend themselves fiercely. One should thus not be fooled by their fair appearance – under the velvety skin of their arms lie muscles of iron, and a blow delivered with their swords can easily crush bone. This swords are embedded with their power to drain stamina, so be carefull. Also they are specially good charm spell casters, and can easely make a fight turn into nothing by calming all the people around them, what they use much times when two men fall in love by one Succubus engage in a fight to death. This is also dangerous if you try to fight one with followers at your side, since she can easely turn them into passive watchers for a long time. Succubus also have some fire destruction magic capacities.

You will see if a Succubus is getting aggressive if she starts to be covered by a red energy, what commonly occurs prior to a big charm spell explosion that effects everyone around you and her.

Some rarely can be found on the wilds close to dead men, commonly soldiers, and will attack on sight. The fans (and clients) of Succubus commonly say that this are cases when the group tried to harm the Succubus, instead of starting an orgy, but this may or not be true. Despite this, most Succubus are harmless and are very well accepted inside cities, being one of the few daedra with this acceptance, what some scholars speculate that can be a result of them using the charm spells constantly on the environment around them.

Because their lust and constant seek for sex with everyone completely for free and just for pleasure, Succubus are the main type of prostitutes in provinces like Skyrim, Cyrodiil and High Rock, where regular human prostitutes have no chance at all, and this is the main reason why you don't find prostitution on this provinces, since there are Succubus offering sex for free, 24 hours per day, in almost each settlement, for men, women, elf, khajiit, argonian, ..., that wants to just have sex.

Her male counterpart is the Deovel, and a corrupted Succubus is called Maenad.

Watchers
Watchers are green floating tentacle-like Daedra. They appear as giant floating eyeballs with multiple tendrils protruding from all sides. Users of powerfull magic, you must be carefull when fighting one of them, because their impredicable battle behaviour. Despite most having medium size, some really big named Watchers do exist guarding specific locations. A stronger and bigger, variant is known as Vigilant, they have blue skin and bigger number of eyes, also large tentacles and slightly different attacks.

The Watcher most common type of attack is the Fire Beam, while the Vigilants commonly use the Gaze, a light beam emitted from the central eye, but both also can create shockwaves doing area damage, same to the daedric burn with fire damage and the powerfull, but rare, daedric destruction attack, a big beam of fire mixed with lightning, this last one commonly just 1 or 2 by battle in the case of Vigilants, and as main attack by big unique named Watchers.

They are common in almost all the realms of Oblivion, so you will find them in Apocrypha (but not on soul cairn), also as mini-bosses on conjurers dungeons.

---

Ash Golems
Ash Golems are refined, brute-like, Ash Guardians. They are made with a belt on their chests containing a heart stone, what prevents the risk of summon an unbound ash golem, what happens with the ash guardian if you summon one without a heart stone in your inventory to control it. Extremely powerfull, they can cast a big variety of ash based attacks. You can buy this avanced level spell from just Neloth (and may or not be this golem his own creation) and also find some strayed ones on the ash forests of Solstheim (probably neloth experiments), but this is a rare encounter. Your summon will be more powerful than a regular or potent ash guardian, and different from it, the Ash Golem can move and follow you.

Flesh Golems
Flesh Golems are brute abominations made of stitched skin and muscle, with dangerous metal prosthesis on their arms, animated by an evil daedric soul. They are often constructed and summoned by high necromancers to aid them in battle. Despite being a type of Flesh Atronach, this ones are very different to those which appear in the Shivering Isles, in appearance, size, and abilities. This happens because these last ones come from a different realm of Oblivion, and are created using the specific methods of the dunmer mage Relmyna Verenim, while Flesh Golems are created using more raw and generic high necromancy ways,and appear on all the Oblivion realms.

They can be found on Nirn guarding necromancy locations, and will act as boss fights in some of necromancy oriented dungeons, also are summoned by master and arch necromancers, and dragonpriests. The Flesh Abominations are commonly stronger than the regular Flesh Golem, but you can also find some rare specially huge Flesh Golems.

A few flesh golems and flesh abominations have unique names (some of the flesh golems that also appear on ESO much years prior to skyrim events). Mod also have some groups of necromancers roaming on skyrim trying to take forts, and allways will be there an arch or master necromancer, that will summon, respectively, a flesh abomination or golem, to aid them, so this is specially interesting during civil war cus you need to defend the forts, also killing this necromages is the only way to obtain the spell books to summon this flesh constructs.

Giant Youngling
When a male giant child reaches a certain age, the old males bring them from the mountains into their mammoth camps to teach them how to be a male adult Giant. This younglings are not as dangerous as an adult male, but be aware, cus they can deal some damage, and are very well protected by the adults.

Liches
Liches are a powerful type of undead. They are mages that have prolonged their lifespan through the use of necromancy and black magic, turning them into powerful immortal beings, but rotten with the passing of time.

Liches are undead necromancers which have embraced the power of Lichdom, placing their soul in an object called a 'Phylactery' as a life-guarantee, which is usually a jar, a chest or an amulet. They are selfish and power-hungry, destroying all in their searches for souls to increase their power and lifespan. Extremely intelligent and powerful, they are always resurrecting if their Phylactery is not crushed, but this are allways completely hidden in the darkest places of their lairs, basically you only can vanish the current physical manifestation of a Lich. But there is a constant necessity for fresh souls, or the lich will start to loose power, untill the complete disappearance, when the lich would become just a wraith, or vanish in the air in a pile of ectoplasm.

Most Liches are in control of at least a small undead and necromancer army, and are adept spellcasters.

The basic process of becoming a Lich involves draining the life force of someone and transferring it back to the Lich's body. The Dragon Priests of Skyrim managed to do this by making their servants give their energy to them by their own will, but commonly this is not the common way.

In order to become a Lich, one must force their body into death and beyond. The next part of becoming a Lich is having great necromantic knowledge in the dark arts. Then the soon to be Lich must steal souls from their vessels as painfully as possible, as the higher measure of pain and torment from the sacrifices the purer the ascent to Lichdom. Finally a powerful relic either evil or good that can be perverted, has to be used as a focus point for casting the spell used to take souls from their owners. the more powerful the relic, the more powerful the soul rending.

Liches are some of the most powerful undead as they are able to cast vast amounts of spells such as destruction magic, and are able to control undead such as skeletons and zombies, also daedras. They apparently can resist magical attacks, and therefore are not to be trifled with; extreme caution should be taken when fighting with one. Liches can see those that are invisible, and have a relative immunity to all weapons although they are able to be killed by them. Additionally, they are able to regenerate health when wounded.

Physically, Liches appear to have decaying skin and bodies. They generally wear robes with a helm and shoulder plates, bracelets, and carry a staff that they use for combat. Another form of Lich is the Nether Lich, which have a transparent, ghost-like form; they are weaker than regular Liches, however, as ive said before, becouse one of two motives: the process was not perfect, cus many reasons, much times because the mage was not powerfull and wise enough to do it, and the other way of creation a Nether Lich is just a regular Lich that started to loose power because no more manage to feed on human souls.

You can also find in Apocrypha the Restless Liches, necromages extremely hungry for knowledge that ended traped on the realms of Hermaeus Mora, and the misterious Dread Lich, only seem in Soul Cairn, guarding ruins, chappels and the lifedrain crystals. Looking at their outfit they resemble powerfull diseased kings or nobles, specially due to their ebony crowns and ornaments. Liches have no good relationship with Vampires, and both will engage in combat since are rivals.

Liches can use shock or ice magic, but all use life drain spells, are excelent necromancers and able to control, turn or banish daedras, also they can cast Silence at you, what drains completely your magika for 40 sec on the beggining of the battle.

Zombies
Zombies are undead bodies resurrected by an unnatural force or necromancer. They are found in dark underground places, such as sewers, abandoned forts, halls of the dead, catacombs, caves, prison escaping routes, and can also be found in graveyards. When slain, a zombie corpse may yield up mort flesh, which can be used as an alchemy ingredient. They are simple corpses filled with evil power to mindlessly do the bidding of their master, unlike draugr they have no soul or sentience. Sometimes zombies that were slaves of something are freed from the magical bonds binding them. These free zombies usually walk around, moaning and attacking nearby living creatures.

In appearance, Zombies are naked, rotting bodies displaying serious wounds. All Zombies have mottled, dark flesh with bones poking through, purple tongues and are commonly missing an arm or even a head. They are aggressive and can be quick when they want to. Zombies make disturbing groans and grunts when they detect prey. Once they get about 20–30 feet away, they start to sprint at the victim with a charging hit that knocks its target back several feet. The dread zombies are a more powerful variant of the regular zombies, and the Deranged Zombies have also the ability to quickly regain health, and are covered by a green mist of rotten vapors, that are poisonous on contact. All them can give you Zombie Fever, a very dangerous disease.

Draugrs do not allow the zombie presence on their burial nordic tombs, some speculate that when Draugr found bodies of diseased adventurers they ripp their flesh and lungs into just bones and them proceed to re-animate them in their own ways to make them lesser servants. This is why skeletons in Skyrim have commonly the blue glowing eyes of the Draugr, because are animated by the same life-force, despite the fact that a skeleton is a type of mindless zombie, when draugr are always cursed sentient undead.

Wraiths
Wraiths are the last corruption phase of a soul bound to the mortal plane by unfinished business, when he no more have memories and sense of self, just pain, anger and guilt. In this stage, they are no more souls or ghosts, just wraiths, remains of what one day was a person. Most of their features are hidden by a large, tattered black cloak, showing only their face and hands. The skin of a Wraith is a pale, dirty brown, with long beard and scary eyes, and their face is usually contorted in a terrifying scream. Since no feet emerge from the bottom of the cloak and they move by hovering, it can be safe to assume that their body structure is the same as a second phase ghost (see my Classic Ghosts mod) - a head, a torso, and two arms. They use basic frost spells and yeld iron swords. Also all Wraiths are able to cast a curse called Silence in the beggining of the combat, what you must avoid, because this spell can drain all your magika for 30 seconds, what is very dangerous to mages, but have little effect on stamina and hp.

Also 2 stronger variants do exist, the Sanctified Wraith that are slightly stronger than the regular Wraith, and use a ragged blue coat and a, probably auriel related, pendant, and are former priests and clerigs, using spectral swords besides the frost magic, and the dangerous Gloom Wraiths, using purple ragged clothes, nordic curved swords, more powerfull frost magika, and with a gold crown with precious gems on their foreheads, what sure indicate their noble origins.

Unlike Ghosts, Wraiths appear to be at least slightly solid, as they are able to wield weapons. Also Wraiths have a distinct, ear-piercing screech, and have considerable resistance to melee attacks due to their ethereal form, but are middle tier foes. Just above ghosts, but bellow dragonpriests and other liches. And as ive said before, Wraiths cast a powerful spell called Silence of the Grave, which causes your magika to be drained automatically for half a minute, but just one time per combat.

They commonly haunt halls of the deads, abandoned houses, the interior of wrecked ships, some initial phases of some dwarven ruins (the spirits of adventurers that found their deaths in the hands of automatons), ruins, necromantic lairs and Soul Cairn, commonly alongside ghosts. -

Titan
Titans are powerful primeval giant sentient beings, with less, but brutal, elemental magic powers. A Titan resembles a man in many aspects, but is ugly as a troll and taller than a tree. Though it seems capable of reason, all attempts to communicate with it to date have ended in the same way, in a quick and painful death. This large and strong family usually inhabits mountains, are able to craft simple armor and use heavy weapons. They are one of the ancient races of Skyrim, same as Bolgans, and were considered a menace by both the mighty ancient elves and the giant old atmorans, so they attacked them many times in ancient times, killing the majority, and forcing the survivors to retreat into the distant mountains, maybe because this fact all titans have a big hate for men and mer. In fact, on 4th Era only a handful of them are still alive, making many people believe they're just a myth and even most scholars believe they've gone extinct, but who travel the mountains know they are very very real, and one of the biggest dangers in Skyrim. Titans are solitary beings, and are highly aggressive against others, even if they too are Titans.

The Ice Titans are one of the titan races, they have blue skin, an ugly deformed face and long hair and beard covered with snow, armor made of animal fur, bones, and the ropes and metal pieces of ships, and they wield heavy iron ship anchors, that they use as weapons to crush foes. They are also able to create small ice storms stomping the ground. Myths tell that in the past when they were more common, they came to the coast to make ships to wreck using powerfull sea torments, and after that they eat the corpses of the sailors. May be a myth, but since they use armor and weapons made of bone and ship parts, this can be pretty real, but a little exagerated.

Now they are no more common on the coasts, well, basically because nowadays they are no more common at all, but you can find them in remote snow mountains, glaciar coasts and far away gelid passes.

War Revenants
Men that die on battlefields usually can not peacefully accept their fate, and will remain haunting the battlefields as ghosts. But, when powerful necromancers see this as an opportunity, things can turn really really dangerous.

This powerfull mages then use dark magic to turn the enraged soldier ghosts into war revenants to serve them. Corrupted Shades are just the corrupted souls of single lesser soldiers, but they can also create more terrible things. By this powerfull magic the Wraith Knights come to be. They're demons of war, horse-size golems constructed with pieces of armor and bones of the dead, animated by a soul of a captain, tribune or other high ranked combatant, and strengthened with the power of the souls of various other dead soldiers, they are bloodlust and hatred in condensed form according to who fighted them in haunted battlefields.These wraiths are completely protected by heavy armor and a shield. A adventurer should first force them to expose themselves, knocking away their shields and grinding down their armor. The best chance to wound the creature comes when the Wraith Knight charges. One should evade the attack and lunge at its unprotected back. The monsters are slow in the battle, so one needs to weaken them methodically with strong sword blows, and then finish them off. In life, Wraith Knights were soldiers and knights, and in death they retain their proficiency in combat, so one needs to defend oneself against their blows - their lethal counterstrikes in particular - with extreme care.

The Legion, as the name says, is also a gigantic golem like beast, born from a large number of damned soldier souls, trapped on shells created from the remnants of arms and armor, machines and corpses, destroyed in combat and torn apart by scavengers like the Necrophages﻿. They are in flame, and use powerfull greatswords and towershields made of warfare remains, and are the leader on the battlefield above the corrupted shades and wraith knights. The soul on command on the mind of the golem is the soul of a high commander, general or legate. Commonly when both leaders from both sides of the battle die, the golem is created with both souls in command, what makes the beast yet more unstable and dangerous.

It's clearly that the Legion is out of its mind, since they act in an insane way, screaming orders much times completely disconnected and blaming its subordinates, as if they are still alive and on battle. Cus that the necromancer masters are able to have some control on their now weak minds.

The war revenants are mythical creatures, straight from ancient legends of heroes and epic deeds. When the hero enters the burning hells to rescue his beloved, or when he has to avenge his father's death, the war revenants are often his opponent. Why are poets so keen to cast this monsters as the arch-enemies? Well, the Legion is a wraith, so it fits any dark story featuring a curse or vengeance from the beyond. There's no telling how what it actually looks like, so its terrifying visage can be described in many ways without risking accusation of confabulation. Furthermore, it is a powerful creature, a prince of the damned, so it makes an ideal villain. As an arch-wraith, the Legion never stoops to doing anything with its own hands. It has lackeys for that, always wraiths, revenants or other restless spirits. Having been a king or a commander in life, the Legion retains its charisma in death, and its deathly subordinates always blindly obey its orders. Thus one needs to exterminate all manner servants on the way to its underground palace, wilderness keep or other foreboding abode. Only then can one face the Legion itself. That's literary tradition for you. The Legion can be described in various ways, as has been said, but is always a lethal foe. Forget its huge strength, invulnerability to pain, fearlessness and bloodlust. As with every wraith, there is some tragic event connected to it, forcing the creature to remain among the living. The Legion is untouchable, unreachable for anyone who is not a true fighter. That is why the mythical hero has to get involved in various brawls and pass through many trials. By overcoming these obstacles, he enters the Legion's world and becomes worthy of facing the monstrosity. The wraiths' leader is so powerful that it mocks simple warriors and mages tricks.

A big battle happened in an open battlefield, close to Swindler's Den, between Imperials and Stormcloaks, 4E 180 (21 years before the events of TES5). By unknow motives all the soldiers of both sides ended killed on the warfare. Some speculate that they were attacked by a dragon, may be alduin first breath after he managed to return to the current time? Nobody knows. Maybe a daedra? What is known is that after that the location remain haunted for many years, and the corpses were ripped appart by carrion eaters, untill the arrival of powerfull necromancers, that started to raise the remains and enslave the damned souls of the soldiers, in order to create a powerfull undead army.

Since this time, the battleground is covered by dark fog and constant fire, and its said that also if you manage to kill the necromancers and destroy the solid body of the golems, they will return again after some time because they are bounded forever to that place, what is not exactly true. What happens is simple, if you destroy the body of the golems, their wraiths will remain on the field, with no solid form, untill the arrival of new necromancers, that will again create the solid forms, and lock the souls inside them.

Necrophages
Necrophages are carrion eater daedras that serve Namira, on Nirn they generally haunt cemeteries and battlefields, places where corpses lay, eating the remains of the dead. Some, however, have decided they have no qualms about being the ones to fill the area with corpses instead of just being carrion crows. Necrophages were once rarities, but in the present age of constant warfare and violence they have become a veritable plague, particularly around battlefields and in disease-stricken areas. They're attracted by the smell of the carrion, and because that, various nobles contracted mages to create Penitents (other mod), by enslaving the souls of the sinners, in order to guard their family cemeteries. But as said before, nowadays with civil conflicts between the empire and the stormcloak, and also the forsworn rebels, necrophages left the cemeteries and caves in order to find big suplies of fresh human meat on the battlefields. They live in small groups of 5 to 6 necrophages, commonly Rotfiends and 1 or 2 Scurvers, led by a more powerfull necrophage, commonly a Male Bullvore or Bullvore Matriarch. They find a place that was a battlefield, then they grab all the corpses on the ground and move them to create a body pile, to eat from it, and will attack on sight, not avoiding alive meat.. They are so vicious, that neither common carrion eaters like vultures and crows will try to approach. Also lesser Necrophages like Ghouls or Alghuls (other mods) do not live with them, due to the umpredicable behaviour of beasts like the Bullvores or the Scurvers, when a weak necrophage like a ghoul could end dead at the claws or acid of this greater necrophages. Necrophages seems to be completely unbound, since it's very rare to see a mage summoning them in battle.

In this mod you will find several varieties of the Rotfiend, a relatively weak necrophage, not big deal to a medium lvl char alone, but in small groups these can be a treat, since despite being relatively weak, they are fast and vicious. Rotfiends resemble decomposing human bodies that have been stripped of their skin. Their presence is given away by the overwhelming stench of the rot which gives them their name. Their speed, which is more than a match for a horse at full gallop, may receive care when fighting them. The bloated ones are able to spit rotten blood.

Scurvers are Rotfiends' cousins. The bodies of these hideous, vaguely humanoid, daedra are covered in rotten scraps of flesh, under which lurk even more rotten muscles stretched around a strong, flexible skeleton. Scurvers, which commonly feed on old, rotting corpses, prefer to make their hunting grounds in abandoned torture sites, forgotten graveyards, and old battlefields, but sometimes they are seem leading rotfiends outside searching for fresh carrion too. They are very aggressive and, though they feed on corpses, if they come across a living person they are likely to attack. While fighting them one cannot afford to forget about their special boney spines, razor sharp protuberances sticking out from their skeletons. They are able to shoot their boney spines into their victims. They also spit acid.

The bullvore can be compared to a giant heap of muscles constrained by a sack of hard, elastic skin. It's head is that of a buffalo's, yet it's mouth is filled with sharp teeth adapted to rending flesh. They posess various brains inside their heads, what makes them smart beasts, not just brute force. Their skin is tough, so they easily shrug off weaker blows. A bullvore can kill slower opponents with the sheer momentum of its terrible charge, that will stagger you for a considerable moment. One should wait for this attack and dodge it, as immediately after it rushes forth and misses, the bullvore will be stunned and thus defenseless. The bullvore uses one more trick, a terrifying weapon against swifter foes: it vomits filth that is caustic. He is also seen leading rotfiends and scurvers. A larger and stronger variant do exist, non-horned and with pale skin, called Bullvore Matriarch.

When a Necrophage is near death, the gasses and enzymes gathered within its body cause it to explode, flinging these rotten bowels, turning them into one last deadly weapon in their arsenal.

Despite being daedra, Necrophages seems to be also vulnerable to the things that affects the undead, maybe because their rotten nature.

Other necrophages do exist and are not included in this mod, such as Volatiles, Carnages, Devourers, Alghuls, Ghouls, Drowners, Graveirs, Screamers, Wulvers, Wendigos, Cemetaurs, and others, but are not included in this mod due to the fact that they live and hunt in completely different places and not close or related with the behaviour of the most common Necrophages, so, they will appear in other mods.

Dracolizards
Dracolizards are draconic creatures closely related to Dragonlings and Drakes, and distant cousins of Wyverns, Dovah and Hydras. They're commonly confused with dragons, so, encounters with dracolizards originated lots of dragon stories from past eras, when the dragons were extinct. With the size of a horse, this beasts do not fly much, but use the wings to do strong jumps, also be aware about its strong bite, and the ability to breath basic fire.

Many variants do exist, and they are not exactly common in Skyrim. The Slyzards have big bone crests on their heads and the size of a cow, being the Archslyzard bigger than that and much more dangerous. You will know him by his inmense bone crest, and strong blue scale color. The common Slyzard is green with smaller crest, and the females (Slyzard mother) are small, brown, and almost have no crest. They came from High Rock, when are quite common on dragon stories of paladins vs terrible dragons, and live alone or in couples, in high peaks of the mountains or in dens on reclusive forest locations.

The forktails are well known for the short tail with inmense spikes resembling a fork. They are more common in Hammerfell, and you also will see some on the Reach living in isolated locations, commonly eating prey, that can be deer, bear or sabrecat.

They are the most dangerous variant of Dracolizard, and when the common Forktail has no horns or bone crest, and has a beige skin color, the Royal Forktail is bigger, with 3 pairs of horns on the head and a bright yellow scale color, and much more bite strenght.

The Blind Dracolizars is the smallest of them all, with the size of a dire wolf, they are completely bind and addapted to live and hunt on dark caves using hearing and smell. In Skyrim they live on Blackreach, and despite being the weakest, cus a small number live there, you can end battling 3 or 4 at same time.

Werewolves
Lesser werewolves are the lowest rank amongst that kind of werebeast. Companions believe they are people with weak minds and bodies that received this blessing of Hircine, but were unable to dominate the form, resulting in mindless feral werewolves, that walk in 4 legs and can't return to the human form. Some speculate they are just cursed Silver-Hand, since they can regularly seem roaming close to Silver-Hand settlements, so some started to speculate they could have been just cursed to exist in this lesser werewolf form as punishment, from Hircine himself, and was not fault of a weak mind of the blessed/cursed person, now turned into this mangy scary werebeast, but most probably they are just folk who were unable to manage the werewolf transformation, Silver-Hand or not.

Necrophages, Leshens
In previous eras, Leshens were known as one of the most fearsome types of Wild Hunt beasts. Nowadays, the few remaining Leshens from the past eras are a very rare and dangerous sight across Tamriel. This Ancient Leshens are long time integrated to the nature and calmed their natures a little bit, living no more in a rampage for indiscriminate killing, but still being a fearsome opponent when encountered. Now they act more like nature guardian entities, having lost their initial belic proposal when created when powerful ancient Bosmer turned into them to spread vengeance against their enemies.

The few remaining Ancient Leshens are known nowadays by the folks of Tamriel with names such as Woodland Spirits or Old Gods of the Hunt (check my Old God of the Hunt mod to have them in your game too).

But the Bosmer Wild Hunt always evoked interest in many groups involved with the magical forces of the world, and some specific individuals tried to reproduce by their own means the wild hunt transformation in order to become themselves Leshens. Some achieved that, specially the Forsworn and some Druids. This resulted basically in 2 types of Leshens. This young creatures are smaller than the Ancient Ones, and still retain a more human proportion, but are much more unstable than their ancient counterparts. They are weaker too, but still formidable oponents.

Hagravens commanded some experiments with Forsworn Briarhearts to transform them into new "Old" Gods of the Hunt". This "new gods" (an evolution of the Forsworn) would be the trump card to the forsworn cause against the nords, but since hagraven does not exactly know the methods of the bosmer, and maybe also cus is impossible to make a stable wild hunt beast, the experiment go half good, half bad, to them.

They retained rationality, but are highly unstable, and enter frequently in rampages of anger and destruction, killing several forsworn and hagraven on the past, untill returning to a calm state.

They result so dangerous, also to their own people, that all them ended leaving their camps to live alone on the wild, each one in one camp, commonly not much away from forsworn camps, but with no much contact.

They are known as the most powerfull variant of Leshens.

The other variant is created using druidic methods, and the druids that known that practice are known as Grottores. This ones are more conected to the nature, and their appearance change according to the kind of forest they were created, so, you will find a type of Leshen from fall forests, and other that roams the pinewoods. They will appear roaming this forests and will not exitate to ambush travelers and hunters, but avoid roads.

Leshens can raise giant roots from the ground, turn invisible to ambush you, summon flocks of crows, also be carefull with their giant claws strikes.

Due to their unstable behaviour, commonly animals do not approach them, so, while Ancient Leshens commonly command bears, wolves, and are followed by Spriggans, this Leshens frequently end killing the animals that they tame when they starte a killing rampage. Due to that fact, you will commonly encounter them being followed by a group of Nekkers.

Nekkers are just lesser daedras from the Hunting Grounds of Hircine, and the ones agile, small and smart enough to live with Leshens and able to avoid their rampages, but sometimes some of them also end being food to the beast. They're carrion eaters and oportunist hunters, that will ambush hunters not worthy to hunt on the realm of their Prince.

Nekkers rarely attack alone, they tend to be found in groups near a Leshen. Individual nekkers are weak, easy marks compared to other monsters, but Nekkers do not tend to fight as individuals. If you see one, expect anywhere from 4-6 more. Nekkers overwhelm their targets through sheer numbers, surrounding them, then pummeling and clawing victims to death. Nekkers are led by chieftains. These are larger and mark their faces with red clay and accessories. Chieftains give orders, turning a wild band into an organized unit, thus they should be eliminated first.The nekkers' basic tactic is to strike en masse. Though primitive, the tactic is surprisingly effective. One must be ready to repel many foes at once - the fast style is best suited to this. As with other agile creatures, running from nekkers is not the best idea, for the monsters will catch up to their prey and swiftly kill it with multiple hits of their claws.A nekker groups is divided in various classes of nekkers, soldiers, beaters, crawlers, warriors, etc, and they can craft primitive acessories, but not weapons, what shows some type of intelligence similar to men and mer, but much primitive.

Also a group of nekkers seems to have created a big tribe with no Leshes on the Mammoth Graveyard, west of Loreius Farm, on the Pale.

Iron Golems
Iron Golems are magical constructs created by those practiced in the arcane arts. They are fashioned from iron to resemble a giant human form, then animated and set to particular tasks, whether that be questing for an object or guarding a tomb. Defeating one is a feat well worth praise, for this iron titans are very formidable opponents.

Different from Atronachs, that are allways animated by daedric spirits, golems sometimes are animated with mortal souls, crystals, or simply by magic.

Iron Golens are rare in the current time, but some still roam the ruins of Labyrinthian, and legends tell they are animated by the souls of proud powerfull long time dead nordic warrios, same as the Ancient Nordic Sentinels, another type of human-made golem.

Other specially powerfull variant are the ones animated by Miraak himself long time ago, using dragon bones and dragon souls, that still guard his long time abandoned temple on Solstheim. Also Dawnguard seems to be able to create Iron Golems too from pure magic force, and they use them to guard their fort against vampire menaces.

Also you can find dragonpriests and master conjurers summoning Iron Golems, but this ones are daedric in nature, since are affected by daedra-nocive spells.

Czarts
Czarts are a brawny three-eyed ungulate daedras with antlers that resembles a were-elk and are related to Hircine and his hunting grounds. They are speed and brute strength personified, rivaled on this only by few among daedras. They use their arms to smash their prey and charge with such speed they can barely control themselves as they smash head first into their unfortunate victims. They can also create illusions with the frontal third eye during combat to create confusion on their victims, making them easy preys.

Forsworn and Hagravens use a smaller variant known as Howlers as guardians, but rarely you will see the bigger Czarts with forsworns, cus they are much more feral and indomitable. Some Czarts are known to live alone on the forests, terrorizing certain locations, without serving the Forsworn. They are specially bigger, in comparison to the Howlers, and frequently are known by specific names by the inhabitants of the places. Names such as "Beast of...", "Howler of..." and "Wendigo of...", are common names of that dangerous czarts.

Despite this, they only attack if you get too close, and the Howlers of Druadach Redoubt are not aggressive if you are friend of that camp.

However calling them wendigos are erroneous, but understandable, since nords have legends of dangerous were-elk like canibbal bloodlusty beasts, in what forsworn are able to transform into, called wendigos, so much nords think that czarts are that wendigos. But no, czarts are daedra, however is unknown what kind of role they have on the hunting grounds, probably just apex predators.

Ogres
Large and powerful beasts with cannibalistic tendencies, Ogres are a daunting opponent in singular combat and a major threat in large numbers. It is best to fight them one at a time to avoid being quickly overwhelmed. They belong to the same kin of Orcs, Gremlins, Hobgoblins and Goblins, and are child of Malacath.

Despite this, Orcs commonly use them as work force on mines and farms, as tankers on battle, and guardians for the Orc Strongholds. The strong arms of the Ogres worked on the building of the various Orsiniums in the past. Also Orcs seems to eat Ogre meat.

Ogre are common in various provinces of Tamriel,including Skyrim, and you can find them here on 5 variants, the regular one and the savage, commonly living on caves, abandoned ruins and bandit camps (after have killed the bandits),also some serve on orcs mines. The Armored Ogre commonly serves as bodyguards for the Strongolds,and it seems that only Orcs are able to tame them. And the snowhills ones (Ogre and Savage Ogre), with white fur and blue skin, that live only,as the names says, on the Snow Hills, commonly close to High Rock.

They are able to build their own tents, but in Skyrim they seems to prefer to invade human inhabited places, kill the inhabitants, and start living there. They are really wicked in their manners, as you can see by the big puddles of blood around all their victims, not only person, but also wildlife.

They also seem to have a grudge against Forsworn, since you can see groups of them regularly invading Forsworn Camps.

Ogres attacking farms are rare, but can happen, so, be aware when entering a farm house if you see some suspicious outside.

They also regularly ambush travelers and carriages on the roads, and also are known to attack bandit forts and caves.

Iron Atronachs
First appeared on ESO, Iron Atronachs are a type of atronach composed of partially-molten iron, they are amongst the strongest types of daedric golems, and probably the most powerfull amongst the fire related ones. They are found in places with lava stream, usually submerged on it, but they seem to be able to create their own lava pounds if necessary. Their bodies are allways on pre-melt temperature, and just the simple approach to one of them can put other living beings on fire.

They can be summoned by fire user Dragon Priests, by high piromancers, and some unbound ones can be found on the Aetherium Forge, now with more places with lava inside it. This attracted the Iron Atronachs into there, ot they were summoned on the place long time ago, nobody kwows. Also falmer shamans managed to summon one on Gloomreach Cave, that lives on the lava pound he created. He also guards the key that opens the master chest on the cave, when you will obtain the spell book to summon him. (requires master lvl to use the spell) Iron Atronach are affected by elemental potency perks and skills.

Storm Golems
Based on ESO and Oblivion Storm Atronach concepts, Storm Golems are elite amongst the other storm based elemental daedras. Extremely powerfull, they can cast a big variety of lightning attacks, are immune to shock magic and can reflect spells. Only Electromancers and other shock based powerfull warlocks, and dragonpriests, are able to summon this top tier Storm Daedra. You can also buy this expert level spell from phinis gestor and falion. Your summon will be more powerfull than a regular or potent storm atronach, and are affected by elemental potency perks, skills and effects.

You also can find some strayed Storm Golem patrolling the ruins of Soul Cairn, attracted to this plan by the intense thunder activity on the skies of this realm of oblivion.

Cyclopes
I inspired myself on Dragon's Dogma Cyclopes, so i will use the same description Capcom made from their Cyclopes cus matches very well with TES lore:

" The cyclops is a one-eyed monster possessing a huge body and fearsome tusks. Fully grown cyclopes reach a height of twenty to twenty-five feet and, as a result of their large size they are prone to sloth and apathy. However, cyclopes can be inspired to ferocious action when they are angered, so act with caution in their presence. Cyclopes’ preferred methods of attack are primitive and unsophisticated, but devastating in their sheer force. Mainly resorting to their natural brute strength, some individuals have also been seen to employ a club as a weapon. Cyclopes are woefully unequipped when it comes to intelligence and that is why they are often found enslaved by humans or other creatures. The secret society Salvation is known to prefer using cyclopes in their attacks, thanks to the creatures’ resemblance to the group’s symbolic icon: the Remaining Eye. They can be surprisingly docile and will quickly take a liking to any who provides them with sustenance—but if a cyclops is hungry or angered, you will see its true brutality. The appetite of a cyclops is voracious and they have been known to capture and eat goblins. However, goblins have also managed to enslave many cyclopes by feeding them. They view the cyclopes as useful bodyguards, and the cyclopes see the goblins as convenient masters that keep them in food." Capcom official description

Now more details from Mihail- ancient giant race of tamriel, the cyclopes were driven out to remote places on Hammerfell and High Rock, and extinct on Skyrim and Cyrodiil, by men, specially the imperial legion. Orcs used the remaining ones as workforce to build and rebuild their Orsiniums, but because their impredicable behaviour and taste to eat goblins, and also orcs sometimes, the this last ones claimed to Malacath for a solution, and their patron Malacath modified some Cyclopes in order to create a new species, more submissive and docile and capable to support much more pain and inmense effort on work (other mods). So, the remmaining (not modified) Cyclopes became free and some returned to prowl on Skyrim,in very small numbers. But, despite the very small population and despite the fact that all cyclopes are solitary creatures, an encounter with one of them is allways dangerous and you must choose your actions well. They seems to be a distant member of the orc-kin family.

Water Hags
Water Hags are one of the various types of hags that roam Tamriel. Women witches who transformed themselves in horrendous half-woman half- beast creatures. Hagravens for example, are half-bird witches, blessed with this transformation by Hircine. But scholars does not know much about the origin of the Water Hags, only that they were once women witches, seeking for power, and that sacrified their humanity in order to achieve their goals.

Since some can be found in Coldharbour, maybe Molag Bal could be involved on their creation, but these are only theories.

But, despite their horrendous look, they are one of the weakest type of hags that can be found in Skyrim.

Despite this, they can be a threat to low level characters, with their claws and water balls casted by them.

They frequently stole farm animals from farms close to the rivers and lakes, and also have tried many times to stole children, but, 2 well-fitted guards are more than enough to kill one of this hags, so, commonly they are pretty much grave-robbers, and opportunist killers, also managing in some cases to kill 1 or 2 unsuspecting bandits, or a small bear.

But, in fact, Water Hags are not considered by the people of Skyrim has a real bigger threat. All the water hags live in wet areas, but some differences seems to exist between them, the regular water hags have a pinkish-blue/ pinkish-green color, and commonly carry a sack with mudcrab and fish, and use pearl collars, parts of cloth and a pair of gauntlets made of bone and animal leather. The ones that live on swamps carry a sack of mud, have green colorations, commonly use decorative horns on the heads, and have a long tongue they use to search prey inside the mud.

The last type is known as grave hags, and seems to scavenge inside dungeons and cemiteries searching for corpses, specially bones, that they use on their weird rituals. These ones are grey and carry parts of skeletons on their backs.

They are versatile in combat, despite not very fast, and can give you swamp fever wit their claw strikes. Also are water magic casters.

Dragonlings
Dragonlings are small winged draconic creatures, not directly related to the Dovah, living in areas around the Illiac Bay, and some can also be seen on Haafingar. Its main form of attack is fire breathing, but they can be calmed by people capable of speaking Dragonish. Their first and unique appearance was on TES 2: Daggerfall.

They have some resistance to magica, are immune to fire damage, have little hp regeneration abilities, and are quite weak to frost attacks.

Primarly living on High Rock, some can also be seen on Haafingar, and a little population on The Reach. Commonly close to cave entrances, ruins, and on rock cliffs.

Sky Haven Temple has an infestation of them, and in order to re-open the temple, you need to exterminate them during the main quest.

STONE ATRONACHS
FOUNDATION STONE ATRONACHS ARE A NEW CONCEPT THAT ESO INTRODUCED ON THE LORE. AN ATRONACH OR GOLEM ARE INMATERIAL SPIRITS OR GROUPS OF SPIRITS USING A PHISICAL BODY MADE OF SOME KIND OF ELEMENT (ROCK, FIRE, WATER, FLESH, ETC) OR GROUP OF ELEMENTS. FOUNDATION STONE ATRONACHS ARE GOLENS MADE OF THE FOUNDATION STONES THAT ARE PART OF THE ARCHITECTURE OF SPECIFIC PLACES. THE ONE FROM ESO IS MADE OF NEDIC ARCHITECTURE, THIS ONE IS MADE OF ANCIENT NORDIC ARCHITECTURE, AND I WILL RELEASE OTHERS, INCLUDING THE VARIANT FROM ESO.

ANCIENT NORDIC SENTINEL IS A GOLEM ANIMATED JOINING TOGHETER PIECES OF ANCIENT NORDIC DUNGEONS, AND THE POWER TO JOIN THE STONE INTO A HUGE AND POWERFULL BEING COMES FROM A POWERFULL MAGE, LIKE A DRAGONPRIEST, AND THE SOUL THAT INHABITS THIS GOLEM IS NOT DAEDRA, BUT A POWERFULL ANCIENT NORD WARRIOR THAT HAVE DIED IN BATTLE, AND NOW ANIMATES THE STONE CONSTRUCT (CUS THAT THEY HAVE A SKULL ON THEIR CHESTS, THE SKULL OF THE WARRIOR THAT NOW INHABITS THE GOLEM BODY). BECAUSE THEY CAN ONLY BE CREATED BY POWERFULL MAGES, GENERALLY YOU ONLY WILL SEE THEN GUARDING THE EXTERIOR OF DUNGEONS WITH DRAGONPRIESTS, BUT NOT ONLY ON THEM, AND NEITHER ON ALL DRAGONPRIEST PLACES.

THEY ARE PRETTY STRONG, AND THEIR BLOWS CAN DO YOU HIT KILL EASILY IN LOWER LVLS, SO, STUDY THEIR COMBAT MOVES IN ORDER TO DEFEAT THEM.

Foglings
Foglings are undead creatures, vampiric in nature, they belong to the lesser vampire ranks that roam across Coldharbour, serving the Higher Ones and Molag Bal himself, on that daedric realm and outside it on Nirn. Not specially smart, they seem to lack the skills to deal with the powers of vampirism properly. Proves of that can be seen simply looking at their behavior.

Despite being vampire, they can be seen outside at day, what burns their skin, but they remain outside and they simply self-mutilate themselves with their claws trying to stop the pain of their skin being hardly burned by the sunlight. Because that, Foglings have huge holes on their bellies and chests, their internal organs were simply ripped-off by themselves, and now only a few bones remain there. Another prove that they are not able to deal with vampirism pros and cons is that they seem to be unable to use the invisibility powers properly too. Cus some lack of magical hability, they have cast on themselves some kind of permanent half-invisibility spell that makes them live permanently on a semi-ethereal body state. So, they cant use properly the advantages of a well casted vampiric invisibility spell, but that permanent semi-ethereal physical condition makes them 50% resistent to all types of damage.

Their adaptation was, despite all the disadvantages, very good, cus they use the permanent mist around them to create ambushes to their victims. Nords tells that to see glowing yellow lights on the swamps or on the woods is not a signal of fireflies, and you must run from there as fast as you can, because that are the eyes of the foglings, that already have seen you too. Used as minions by other types of vampires, you can see them roaming Coldharbour, Soul Cairn, and commonly in vampire lairs. Some was seen living close to some lone Hagravens on the Reach. Scholars does not know much about Foglings because its impossible to aproach them without risks and because its also impossible to deal with their masters, the vampires. But a big part of them believes that Foglings are just Goblins that have contracted Sanguinaris Vampiris or another form of Vampirism, and become undead, pretty much like the process when a human becomes a vampire. But because goblins are just simple-minded creatures, they do not become true masters of the vampirism, only self-mutilated insane beasts that exist permanentely in a heretical magical state. The poor life of this creatures and their absolute inexistent skills to deal with the powers and traits of vampirism, seem to justify that statement. But there is no proof of that, they are just theories.