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[[caption-width-right:350:Spider Daedra are literal DemonicSpiders]]

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[[caption-width-right:350:Spider Daedra are literal DemonicSpiders]][[caption-width-right:350:They aren't always this literal.]]



* Frost Trolls are very deadly enemies at early levels. Not only do they hit very hard, but they have a lot of health that slowly regenerates. One of them is encountered very early in the game when you are on the way to visit High Hrothgar.

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* Frost Trolls are very deadly enemies at early levels. Not only do they hit very hard, but they have a lot of health that slowly regenerates. One of them is encountered very early in the game when you are on the way to visit High Hrothgar. Fortunately, they're slower than your running speed, so booking it is perfectly valid (and encouraged) when encountering one.
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* With ''Dawnguard'' installed, [[OurVampiresAreDifferent vampires]] become this. If it's night, they can show up pretty much anywhere, can be relatively dangerous, and in early levels are very hard to kill as they drain the life from you. This isn't the worst part, though. Boss-level hostile vampires and some mooks alongside them get dropped into cities filled with the brim with perishable, low-level, unique [=NPCs=] with [[ArtificialStupidity no self-preservation instinct]]. It can potentially reduce even the five major cities to [[https://www.youtube.com/watch?v=LCNJX9cl1a0 ghost towns]], forcing you to be proactive and deal with the main quest quickly; the spawn rates in cities drop massively once it is finished, but this is small comfort. There's a reason why the "When Vampires Attack" and "Dawnguard Sentries" {{Game Mod}}s are so popular.

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* With ''Dawnguard'' installed, [[OurVampiresAreDifferent vampires]] become this. If it's night, they can show up pretty much anywhere, can be relatively dangerous, and in early levels are very hard to kill as they drain the life from you. This isn't the worst part, though. Boss-level hostile vampires and some mooks alongside them get dropped into cities filled with the brim with perishable, low-level, unique [=NPCs=] with [[ArtificialStupidity no self-preservation instinct]]. Oh, and if they spawn at a city entrance away from the one where you entered, you may not even '''notice''' that the city is under attack until it's far too late. It can potentially reduce even the five major cities to [[https://www.youtube.com/watch?v=LCNJX9cl1a0 ghost towns]], forcing you to be proactive and deal with the main quest quickly; the spawn rates in cities drop massively once it is finished, but this is small comfort. There's a reason why the "When Vampires Attack" and "Dawnguard Sentries" {{Game Mod}}s are so popular.
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* Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels. They get worse in the late-game with ''Dawnguard'' installed, which introduces the even stronger Falmer Warmonger which eventually becomes just as ubiquitous as the Draugr Deathlord. These guys hit like a truck and often show up in packs with full suits of armor.

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* Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels. And worst of all, while almost all other categories of enemies (bandits, mages, draugr, etc.) have very weak "basic" variants that the game can throw at a low level player, Falmer just '''don't'''. The weakest possible Falmer are level 5 shamans, but their most common footsoldiers (that will typically come at you in packs) are actually level '''9''', higher than the aforementioned Sabrecats. This means the game is '''literally incapable''' of showing you mercy, stumble into a Falmer cave with a fresh character and you '''will''' be torn to shreds. They get worse in the late-game with ''Dawnguard'' installed, which introduces the even stronger Falmer Warmonger which eventually becomes just as ubiquitous as the Draugr Deathlord. These guys hit like a truck and often show up in packs with full suits of armor.
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* Dragons themselves. They often come out of nowhere wherever there is open sky, usually when you're trying to do something else, and no matter how many you kill they just never stop coming. They love to flutter high in the air away from your war-axe, are quick enough that hitting with spells or arrows is pretty hard, and dive-bomb you a few times before even visiting the ground. Without appropriate shouts it can take long to reduce a dragon's health to half so that it's forced to land... and then you have to deal with its fairly quick crawling maneuvers and the fact that given the chance any dragon will chomp you up and toss you into an instant-kill ragdolling projectile towards the moons. So you adventure in the fear of dragons and level up... And once you're leveled enough to take on a Blood Dragon or two with ease, the Elder and Ancient Dragons start appearing... Also, unlike practically any other enemy, they are impossible to disengage. Once a dragon has seen you, you WON'T be able to fast-travel away until it's dead...or ''you'' are. Better hope you're within running distance of a town to get some help from guards.

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* Dragons themselves. They often come out of nowhere wherever there is open sky, usually when you're trying to do something else, and no matter how many you kill they just never stop coming. They love to flutter high in the air away from your war-axe, are quick enough that hitting with spells or arrows is pretty hard, and dive-bomb you a few times before even visiting the ground. Without appropriate shouts it can take long to reduce a dragon's health to half so that it's forced to land... and then you have to deal with its fairly quick crawling maneuvers and the fact that given the chance any dragon will chomp you up and toss you into an instant-kill ragdolling projectile towards the moons. So you adventure in the fear of dragons and level up... And once you're leveled enough to take on a Blood Dragon or two with ease, the Elder and Ancient Dragons start appearing... Also, unlike practically any other enemy, they are impossible to disengage. Once a dragon has seen you, you WON'T be able to fast-travel away until it's dead...or ''you'' are. Better hope you're within running distance of a town to get some help from guards. Oh and that part about not being able to disengage? That includes cities. Once a dragon has spawned if you try and escape into a walled city like Windhelm, complete with a loading screen, it will literally just hover right outside waiting for you to resume the battle.
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* [[OurZombiesAreDifferent Draugr]] [[EliteMooks Deathlords]]. They can use both Unrelenting Force and Disarm, will often be wielding powerful Ebony weapons, and their arrows pack a deadly punch even if you have the Deflect Arrows perk. To make matters worse, the Dragon Priest Rahgot will summon at least ''five'' Deathlords when you confront him. At higher levels, they [[DegradedBoss become extremely commonplace]]; when you hit level 40, expect nine out of ten Draugr you encounter to be Deathlords.

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* [[OurZombiesAreDifferent Draugr]] [[EliteMooks Deathlords]]. They can use both Unrelenting Force The melee variants are bad enough, packing one hell of a punch with their Ebony weapons and Disarm, having a Disarm shout [[GameBreakingBug that will more often be wielding than not cause you to lose a powerful Ebony weapons, enchanted weapon forever by having it clip through the ground]]. The archer variants are somehow '''even worse'''. They are higher level than their melee kin, and their arrows arrows, violently averting the AnnoyingArrows trope, pack a deadly punch even if you have the Deflect Arrows perk. To make matters worse, What's more, unlike that of their melee kin, which is more of an annoyance than a threat, their Unrelenting Force '''will''' ragdoll you exactly like the Dragon Priest Rahgot player variant does to enemies, which will summon at least ''five'' Deathlords when best leave you confront him. helpless on the ground while you're being turned into a human pincushion for ebony arrows, and at worst launch you off a cliff or into a trap to your certain doom. At higher levels, they [[DegradedBoss become extremely commonplace]]; when you hit level 40, expect nine out of ten Draugr you encounter to be Deathlords.Deathlords, and the Dragon Priest Rahgot will summon at least ''five'' when you confront him.
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* Speaking of mammoths, they are also [[BossInMookClothing Bosses in Mook Clothing]] of the highest caliber. They start at level '''38''', making them stronger than their Giant masters. While giants are more infamous for reducing Dragonborn to ATwinkleInTheSky, a low-level Dragonborn can conceivably take down a giant by peppering them with weak shots or spells from a distance and sprinting away from their mighty, but slow club swings. Mammoths don't hit '''quite''' as hard, but they are deceptively quick and their attacks are not telegraphed at all, making them even deadlier foes.
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* [[CatsAreMean Giant Sabrecats]]. 900 pounds of pure muscle and feline fury coupled with a nasty disposition and a tendency for creeping up on you from behind, and even later in the game they can do tremendous amounts of damage (at lower levels they pretty much kill you in a couple swipes). And they are insanely fast for something the size of a bear, too. Given how they are basically saber-toothed tigers, it makes sense, but it gets a little ridiculous when Sabrecats are scarier than dragons.

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* [[CatsAreMean Giant Sabrecats]]. 900 pounds of pure muscle and feline fury coupled with a nasty disposition and a tendency for creeping up on you from behind, and even later in the game they can do tremendous amounts of damage (at lower levels they pretty much kill you in a couple swipes). And they are insanely fast for something the size of a bear, too. Given how they are basically saber-toothed tigers, it makes sense, but it gets a little ridiculous when Sabrecats are scarier than dragons. They are most deadly to mages, because their high speed makes them great at closing the distance between them and [[SquishyWizard your cloth-wearing posterior]], which they'll tear apart with extreme prejudice, and they can also carry a disease that slows down magicka regeneration. It doesn't help that the game considers them relatively low-tier enemies (with the basic variant being only level '''6''' despite punching far above its weight class), so they can start spawning long before you're in any way, shape or form equipped to deal with them.
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Up To Eleven is a defunct trope


* Taken UpToEleven with the werebears. These guys are much stronger, faster and deadly than you (even when normal bears, spriggans and sabrecats prove no problem,) will one shot kill you, get to where you think you can avoid them with a bow (if they truly cannot attack then they will run off) and have SpitefulAI in that even with two or more followers killing it they will focus entirely on you, and can one or two hit even the strongest companions. They are far worse if you have the Realistic Animals and Predators GameMod since they can knock you down, leaving you helpless to their attacks.

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* Taken UpToEleven with the werebears. These guys The werebears are much stronger, faster and deadly deadlier than you (even when normal bears, spriggans and sabrecats prove no problem,) problem), will one shot kill you, get to where you think you can avoid them with a bow (if they truly cannot attack then they will run off) and have SpitefulAI in that even with two or more followers killing it they will focus entirely on you, and can one or two hit even the strongest companions. They are far worse if you have the Realistic Animals and Predators GameMod since they can knock you down, leaving you helpless to their attacks.
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Direct link.


* Dremora Lords have a ranged Fireball-spell attack and hit hard with Ebony or Daedric weapons. They also [[BossInMooksClothing look identical]] to standard Dremora until they raise their hands to cast said Fireballs.

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* Dremora Lords have a ranged Fireball-spell attack and hit hard with Ebony or Daedric weapons. They also [[BossInMooksClothing [[BossInMookClothing look identical]] to standard Dremora until they raise their hands to cast said Fireballs.
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* {{Bears|AreBadNews}} are ubiquitous in the wilderness, have camouflage, and can be pretty quiet when idle. They also have huge HP pools, do massive damage, and are (much like their real-life counterparts) surprisingly agile, even keeping up with a sprinting horse. The best part? They have a great sense of smell and are always up for adventurer elevensies. Hear the rhythmical gruffing of an aggroed bear cantering towards you? Might as well do a favour and take out the Marinara sauce.

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* {{Bears|AreBadNews}} are ubiquitous in the wilderness, have camouflage, and can be pretty quiet when idle. They also have huge HP pools, do massive damage, and are (much like their real-life counterparts) surprisingly agile, even keeping up with a sprinting horse. The best part? They have a great sense of smell and are always up for adventurer elevensies. Hear the rhythmical gruffing of an aggroed bear cantering towards you? Might as well do a favour and take out the Marinara sauce. It doesn't help that the bear in the tutorial level is made deliberately weak so that you can kill it if you don't feel like sneaking past... which means that players who do so and expect actual bears to be just as easy tend to learn their lesson quickly and painfully.



* Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact, it often sends you ragdolling across the sky.

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* Giants [[OurGiantsAreBigger Giants]] are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: blocked[[note]]technically it ''can'', but given that Giants start at level 31 even if you're fresh out of Helgen, they'll one-shot you anyway unless you're at a high level[[/note]]: in fact, it often sends you ragdolling across the sky.



* Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels.

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* Falmer are twisted degenerate elves that come in three flavours: rangers perched on hard-to-see platforms that pelt you with poison arrows, dual-wielders who can slice and dice you in a matter of seconds with poisoned weapons, and mages who specialize in combining arcane pain and your sorry behind. They are rarely found alone and will usually have at least a few Chaurus along. They build huts that provide great hidey-holes from where to stab you. They are completely silent unless they have already spotted you, and they will spot you, because due to their complete blindness they have excellent hearing. What's even better is that in addition to the usual natural caves, they also inhabit a few Dwemer ruins, where constant noise from ancient steam machinery and nasty Dwemer robot foes will only serve to double your stress levels. They get worse in the late-game with ''Dawnguard'' installed, which introduces the even stronger Falmer Warmonger which eventually becomes just as ubiquitous as the Draugr Deathlord. These guys hit like a truck and often show up in packs with full suits of armor.
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* Mounted Rieklings are the most dangerous types of Rieklings to face. They are extremely fast, are immune to paralysis, and can hit like a truck with their charge attacks. Since Rieklings have perks that give them critical hits, their attacks can potentially [[OneHitKill one-shot]] those who do not have enough health or armor rating.
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Indentation


** Also found in dwemer ruins, the spinning blade trap is hands down the most dangerous kind of traps in the game. It appears quickly, covers a large area, and almost instantly kills even well-armored players. Oh, and some move, too!

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** * Also found in dwemer Dwemer ruins, the spinning blade trap is hands down the most dangerous kind of traps in the game. It appears quickly, covers a large area, and almost instantly kills even well-armored players. Oh, and some move, too!
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** Also found in dwemer ruins, the spinning blade trap is hands down the most dangerous kind of traps in the game. It appears quickly, covers a large area, and almost instantly kills even well-armored players. Oh, and some move, too!
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* Frost Trolls are very deadly enemies at early levels, not only do they hit very hard, but they have a lot of health that slowly regenerates. One of them is encountered very early in the game when you are on the way to visit High Hrothgar.

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* Frost Trolls are very deadly enemies at early levels, not levels. Not only do they hit very hard, but they have a lot of health that slowly regenerates. One of them is encountered very early in the game when you are on the way to visit High Hrothgar.
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* Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact it often sends you ragdolling across the sky.

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* Giants are docile unless you attack, hurt their Mammoths, or wander too close to their camp and avoiding them is pretty easy. Praised be the Divines, since Giants are formidable foes for any character short of a master stealth-ranger with high-end equipment. They wield clubs as long as the Dragonborn stands, and a hit from that club cannot be parried or blocked: in fact fact, it often sends you ragdolling across the sky.
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* Greater Bonewalkers are an mid-tier Undead enemy, but aren't particularly difficult in a straight fight. What makes them "Demonic," however, is their ThatOneAttack - a "Damage Strength" spell. Unlike a "Drained" attribute which wears off, a "Damaged" attribute won't heal on its own, forcing you to use a restorative item or find a Temple/Imperial Cult shrine. It is incredibly frustrating to encounter a Greater Bonewalker only to have him damage your Strength so much that you have to drop half your inventory (as Strength dictates your carrying capacity) and flee back to civilization to heal. Fortunately, there are Intervention spells that transport you 99% of the way towards the healing altar (but then you still need to manually return to the same point in the dungeon).

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* Greater Bonewalkers are an a mid-tier Undead enemy, but aren't particularly difficult in a straight fight. What makes them "Demonic," however, is their ThatOneAttack - a "Damage Strength" spell. Unlike a "Drained" attribute which wears off, a "Damaged" attribute won't heal on its own, forcing you to use a restorative item or find a Temple/Imperial Cult shrine. It is incredibly frustrating to encounter a Greater Bonewalker only to have him it damage your Strength so much that you have to drop half your inventory (as Strength dictates your carrying capacity) and flee back to civilization to heal. Fortunately, there are Intervention spells that transport you 99% of the way towards the healing altar (but then you still need to manually return to the same point in the dungeon).

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* Having barely avoided dying in multiple bear attacks in the woods and mountains, the Dragonborn takes the lowland route and feels wonderfully safe for a minute before being mowed down by the furry ball of instant death ("Just add claws!") that goes by the shorter name of Sabrecat. They too have camouflage, but are entirely quiet unless actively slicing you up, and frequently come in ''couples''. For added fun, they also inhabit snowy mountains.

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* Having barely avoided dying in multiple bear attacks [[CatsAreMean Giant Sabrecats]]. 900 pounds of pure muscle and feline fury coupled with a nasty disposition and a tendency for creeping up on you from behind, and even later in the woods and mountains, the Dragonborn takes the lowland route and feels wonderfully safe for a minute before being mowed down by the furry ball of instant death ("Just add claws!") that goes by the shorter name of Sabrecat. They too have camouflage, but are entirely quiet unless actively slicing you up, and frequently come in ''couples''. For added fun, game they also inhabit snowy mountains.can do tremendous amounts of damage (at lower levels they pretty much kill you in a couple swipes). And they are insanely fast for something the size of a bear, too. Given how they are basically saber-toothed tigers, it makes sense, but it gets a little ridiculous when Sabrecats are scarier than dragons.



* In the quest [[WhatDidIDoLastNight "A Night To Remember"]], you have to save a farmer's goat you stole from a Giant you pawned it off to to pay for a ring to marry a Hagraven. You have to get the goat to follow you, forcing the giant to take chase but seeing how this take place near Rorikstead you can also be chased by both a bear ''and'' a sabrecat along with the giant.

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* In [[OurGoblinsAreDifferent Rieklings]]. While a single Riekling is little more than cannon fodder, they can deal a surprising amount of damage and attack in packs, allowing them to chip away at your health deceptively quickly. On top of this, a group will almost always contain a mounted Riekling that can sponge quite a bit of damage, keeping you occupied while the quest [[WhatDidIDoLastNight "A Night To Remember"]], rest stand back and pelt you with spears. Luckily, one of the Riekling tribes can be befriended by siding with them in their sidequest. Once you have to save a farmer's goat you stole from a Giant you pawned it off to to pay for a ring to marry a Hagraven. You have to get become the goat to follow you, forcing chieftain of the giant to take chase but seeing how this take place near Rorikstead tribe, you can also be chased by both a bear ''and'' a sabrecat along with recruit the giant. tribesmen as your follower and turn the table on the rest of the hostile Rieklings.



* With ''Dawnguard'', we now have a lovely new addition to the Chaurus family: [[FliesEqualsEvil Hunters]]. Take a Chaurus Reaper, put it on steroids, and ''give it wings''. Or rather, they pulled out the much hated Cazadores from ''VideoGame/FalloutNewVegas'' and gave them a nice PaletteSwap.[[note]]Guess what the Spanish word "cazador" means?[[/note]] It doesn't help that these things start out hiding in cocoons that can easily blend in with the dark surroundings of Falmer lairs or even be mistaken for a chest, letting them easily ambush you at melee range.



* Lower-level Draugr are pretty easy adversaries, but level up enough and you'll start running into Draugr Deathlords, Draugr Death Overlords, and Dragon Priests. Despite being desiccated corpses, they soak up damage like sponges, hit like tanks with chainsaws, and they have ''Dragon Shouts'' which they use to:
** A. Disarm you, which means your unique Daedric weapon can end up flying out of your hands to a position where you can't ever get it back, or
** B. Send you ragdolling, which means you spend over 5 seconds getting up slowly while their minions (they rarely show up alone) chop you to bits.

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* Lower-level [[OurZombiesAreDifferent Draugr]] [[EliteMooks Deathlords]]. They can use both Unrelenting Force and Disarm, will often be wielding powerful Ebony weapons, and their arrows pack a deadly punch even if you have the Deflect Arrows perk. To make matters worse, the Dragon Priest Rahgot will summon at least ''five'' Deathlords when you confront him. At higher levels, they [[DegradedBoss become extremely commonplace]]; when you hit level 40, expect nine out of ten Draugr are pretty easy adversaries, but level up enough and you'll start running into Draugr Deathlords, Draugr Death Overlords, and Dragon Priests. Despite being desiccated corpses, they soak up damage like sponges, hit like tanks with chainsaws, and they have ''Dragon Shouts'' which they use to:
** A. Disarm you, which means your unique Daedric weapon can end up flying out of your hands to a position where
you can't ever get it back, or
** B. Send you ragdolling, which means you spend over 5 seconds getting up slowly while their minions (they rarely show up alone) chop you
encounter to bits.be Deathlords.


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* In the snowy areas, you'll encounter [[GhostlyChill Ice Wraiths]]. They hit hard and often, but the worst thing about them is their sheer agility. You're likely to spend lots of stamina and magicka ''not'' hitting them since they're so freaking fast. One more reason to invest in good area of effect fire spells and the corresponding perks.

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