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This is a page for listing tropes related to the Lesser Daedra in The Elder Scrolls. For the Daedra index see here, and for other Divine Beings, see here.

For other characters, see the character index.

Note: Elder Scrolls lore is generally not clear-cut. Reasons for this range from biased in-universe sources intentionally only giving you only one side of a story, to sources lacking critical information or working from false information, to the implication that All Myths Are True, despite the contradictions, or that at least all myths are Metaphorically True. Out-of-game developer supplemental texts (frequently referred to as "Obscure Texts" by the lore community) are more trustworthy, but are frequently left unofficial and sometimes later contradicted. Because of this, it is entirely possible for two contradictory statements in the below examples to both be true. (And due to frequent events in-universe that alter the timeline, both may literally be true in-universe.)

Lesser Daedra

"Lesser Daedra" is a catch-all term for any Daedric beings who are not Daedric Princes. The lesser Daedra come in many forms and range in intelligence (and thus sentience) from animalistic to somewhat intelligent to full-on sapience. Many of these lesser Daedra are aligned to serve a specific Prince, though several species can be found in service to multiple Princes while others are unaligned. Like their Prince superiors, lesser Daedra are fully immortal as well. While they can have a physical body summoned to Mundus and that physical body can be slain, their spirit simply returns to Oblivion to coalesce in a new form. All manner of lesser Daedra can be summoned to Mundus, often in service to mortal wizards and conjurers.

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    In General 

General Tropes Applicable to the lesser Daedra:


  • Above Good and Evil: Like the Daedric Princes, along with having their own scale of Blue-and-Orange Morality. While many look down on mortals, and are even quite hostile toward them, none are inherently "evil".
  • Art Evolution: Virtually all of the lesser Daedra to have appeared in multiple games have changed appearance between those games. Specific details can be found in the relevant entries for the individual species below.
  • Complete Immortality: Like the Daedric Princes, the lesser Daedra are fully immortal. If their physical form is slain, their spirit simply returns to Oblivion to coalesce into a new form.
  • Death Is Cheap: To the point where it is incorrect to even call a slain Daedra "dead". The terms "banished" or "purged" are preferred. It is implied that coalescing into a new form in Oblivion isn't an instantaneous process, so being slain is at least a mild inconvenience.
  • Evil Is Not a Toy: There are metaphysical "rules" in place that bar most from being able to summon Daedra, specifically to prevent this sort of thing from happening. This doesn't always work, however. One in-game book, for example, tells the story of a boy who summons a Dremora to practice his Conjuration. The Dremora says the boy will need a soul gem to advance further, and hey! He just happens to have one on him that the boy can use. The boy accepts the soul gem... and the Dremora demonstrates how to use it by tearing the kid's heart out and trapping him in the gem. The book ends with the moral that you never accept a freely given gift from a summoned Daedra, because this breaks the magical bond that keeps them from killing you.
  • The Fair Folk: Despite being loosely based on traditional demons. they are much closer to this, as they are not inherently evil, but almost invariably seem completely insane and rather terrifying to mortals.
  • Humans Through Alien Eyes: The Daedra are intrigued and fascinated by mortals, especially by the mortal acceptance of their inevitable deaths. They find it amazing that mortals are able to carry on knowing that they will die eventually, and genuinely respect mortals for this characteristic.
  • Immortal Apathy: Part of the reason that Daedra are frequently dismissive towards mortals, and possess Blue-and-Orange Morality when compared with them, is that their inability to truly die makes it impossible for them to truly understand how mortals think — mortals live finite lives and face constant reminders of this, and their ability to simply accept this and continue existing without succumbing to despair is something no Daedra can comprehend.
  • Immortals Fear Death:
    • Daedra have the ability to reform themselves whenever they are killed in battle, but this "reincarnation" process is considered torturous and humiliating and they will fight fiercely to avoid being subjected to it.
    • Although it's unconfirmed, one researcher who interviewed Daedra noted that the Daedra rarely go to Aetherius, and their reactions indicated that they either dislike or fear those realms. Furthermore, their reactions to this question led the researcher to suspect that if a Daedra was to die in one of the Aedric planes, like Sovngarde, that death might be permanent, since the link between Oblivion and Mundus doesn't exist between Oblivion and Aetherius. This prompts the ironic observation that the only way for a Daedra to truly die is once they reach heaven.
  • Mooks: Most lesser Daedra are aligned to serve one or several of the Daedric Princes, and they all may be summoned to Mundus in the service of mortal conjurers. The more powerful lesser Daedra may approach Elite Mook status.
  • Our Demons Are Different: While the term "demon" itself is detested by in-universe scholars, the lesser Daedra are the closest things in the series to the real world concept of demons.
  • Organ Drops: Organs or other body parts from lesser Daedra are highly sought after by mortals for their strong magical properties. Most common are Daedra Hearts which are invaluable in creating potions and can be used by extremely skilled smiths to forge Daedric Armor.
  • Puny Earthlings: Despite being an extremely varied group, one thing that the lesser Daedra near-universally believe is that they are unquestionably superior to mortals. That being said, they are as fascinated by mortals as mortals are by Daedra.

    Atronachs 
https://static.tvtropes.org/pmwiki/pub/images/flame_atronach.jpg
A Flame Atronach as seen in Skyrim

"Another type of lesser Daedra often encountered ... is the Atronach, or Elemental Daedra. Atronachs have no binding kinship or alignments with the Daedra Lords, serving one realm or another at whim, shifting sides according to seduction, compulsion, or opportunity."
Darkest Darkness

Atronachs (also known collectively as "Elemental Daedra") are an intelligent, elementally aligned form of Daedra who come in many varieties. The most common are the Flame (also known as "Fire"), Frost, and Storm varieties. Others include Air, Flesh, Iron, and Stone. All varieties are at least vaguely humanoid in shape, with some much more humanoid than others. As a group, Atronachs have no particular affinity toward any Daedric Prince, though individual Atronachs may be found in their service. Atronachs are a favored summon of mortal conjurers.

The elemental Atronachs are known to hail from pocket realms of Oblivion which match their natures. For example, Flame Atronachs hail from "Infernace" and Storm Atronachs hail from "Levinace".


  • Art Evolution: Each type of Atronach which has appeared more than once in the series has undergone significant art evolution. The Frost and Storm Atronachs have gotten less humanoid looking overall, appearing more like golems made of ice or lightning-rock, respectively. The Flame Atronachs have instead gotten more humanoid and feminine-looking instead.
  • Early-Installment Weirdness: In Daggerfall, Atronach is used as another word for Golems, though elemental daedra did exist in the form of the Flame Daedra and Frost Daedra.
  • Elemental Absorption: Each type of Atronach is is immune to magic of their respective associated element, and in some cases, can even absorb it to increase their health/power.
  • Elemental Embodiment: The Flame, Frost, and Storm Atronachs appear as creatures made of fire, ice, and lightning (typically mixed with metal or rock), respectively.
  • Elemental Powers: Naturally, all Atronachs can attack with elemental powers in line with the elements they represent. To note:
    • Air Atronachs, who are said to possess the combined power of Flame, Frost, and Storm Atronachs.
    • The forte of Stone Atronachs is earth. The Altmeri Clan Direnni of High Rock once used an "army" of them to build a massive prison out of rubble in a single day.
    • Iron Atronachs, who are made up of molten iron. They can absorb shock attacks and have strong physical attacks.
    • Frost Atronachs, who appear to be golems made out of ice and naturally use ice-based attacks.
    • Flame Atronachs, who are made up of fire and pieces of metal, naturally use fire-based attacks.
    • Flesh Atronachs, depending on the game, emit a constant damaging aura, are immune to poison, and/or are actually healed by poison-based spells.
    • Storm Atronachs, who are made up of rocks held together by electricy. They naturally use lightning-based attacks.
  • Elemental Rivalry: Flame and Frost Atronachs are said to have a deep mutual hatred of one another.
  • Eyeless Face: As they've become less humanoid as the series has gone on, Frost and Storm Atronachs no longer have eyes (or really any facial features). Flame Atronachs still have eye-slits or holes in their "masks", but just fire behind them, no actual eyes.
  • Fire, Ice, Lightning: The three most common Atronach varieties follow this pattern. There are other varieties, including the Air, Flesh, Iron, and Stone varieties.
  • Flesh Golem: Flesh Atronachs are notably the only type of Atronach that requires creation, since they're literally sewn together from corpses and reanimated.
  • Giant Mook: Frost and Storm Atronachs are quite large and powerful foes, and are favored summons of mortal wizards. However, they subvert it by relying on magic to deal most of their damage.
  • Non-Mammal Mammaries: Starting with Oblivion, Flame Atronachs appear to be feminine figures made of fire and glowing hot pieces of armor, including their busts.
  • No Ontological Inertia: Atronachs summoned by mortals will vanish or disintegrate if the mortal conjurer is killed. They will also vanish if they themselves are killed.
  • Rock Monster: Stone Atronachs, naturally. Storm Atronachs also take this appearance, generally looking like a loosely humanoid collection of rocks held together with electricity.
  • Shockwave Stomp: A common ability of Frost Atronachs, which stuns nearby enemies.
  • Taking You with Me: Flame Atronachs will explode upon being slain in Skyrim and Online. Given the immortal nature of Daedra, they'll recover. Any mortals they take out with them, not so much...

    Aureal (Golden Saints) 
https://static.tvtropes.org/pmwiki/pub/images/aureal.jpg
A Golden Saint as seen in Shivering Isles

"The immediate image called to mind when hearing the name "Golden Saint" suggests an angelic figure, elegant and benevolent. It is ironic then, that while the Golden Saints embody this image in form, their behavior is in stark contrast to it. The Saints are a proud, arrogant race, quick to anger and cruel in their punishment."
Saints and Seducers

Aureals, better known to mortals as "Golden Saints", are an intelligent race of Daedra most frequently found in service to Sheogorath. Their typical appearance is as gold-skinned humanoids clad in golden armor. They are a proud and arrogant race, considering mortals to be highly inferior. They have a highly matriarchal society, with females looking down on both male Aureals as well as male mortals. They typically guard the "Mania" region of the Shivering Isles, and have a significant rivalry with the Mazken (Dark Seducers) who guard the "Dementia" region.


  • Amazon Brigade: Downplayed. While male Aureal do exist, they are physically inferior and less numerous, leaving the females most fit for combat roles.
  • Bling of War: They are constantly outfitted in golden armor, often with golden weapons and shields as well.
  • Chainmail Bikini: Downplayed but extant, in that while female Aureals wear more armor than most examples, it still tends to leave some vulnerable areas (including their upper chests) exposed.
  • Characterization Marches On: In their first appearance in Morrowind, Golden Saints are powerful female Daedra with extremely potent spells, weapons, and shields at their disposal. (Given the value of their souls, its fair to say that they're the most powerful lesser Daedra in the game.) However, very little background information is given about them save that they are servants of Sheogorath. It's not until Shivering Isles that they're established to be proud, arrogant, man-hating Amazonian style warriors. They also take a step back in overall power, being more in line with Dremora.
  • Cool Helmet: They wear golden helmets adorned with Mercury's Wings. The males have much smaller wings on their helmets.
  • Does Not Like Men: The male Aureal are looked down upon (literally and figuratively) by the females. Arguably justified given the fact that male Aureals are both physically and statistically inferior to their female counterparts. This trope extends to males of the mortal races, though with far less justification.
  • Dumb Blonde: Played straight, though unlike most examples of this trope, they're portrayed as "dumb" in the Dumb Muscle or Dumb Jock sense rather than being The Ditz. They don't always think things through and prefer to attack issues head-on, which, despite their power, isn't always the best course of action. This happens several times in the Shivering Isles, and they often need to be bailed out by the Champion of Cyrodiil.
  • Fantastic Caste System: They have a caste system with an eight-tier hierarchy, ascending from lowest to highest in rank as follows: Auren, Auredel, Aurmok, Aurmokel, Aurig, Malaurig, Pelaurig and Aurmazl. An individual's strength and discipline determines their place in this system.
  • Fantastic Slur: "Dog", for the Mazken, mortals, and even their own race.
  • Honor Before Reason: They are proud and arrogant as a race, which often sees them getting into trouble.
  • Jerkass: In Shivering Isles, they show this in spades, always turning their nose up at the Champion (and really all mortals).
  • Leeroy Jenkins: They prefer to tackle problems head-on, with force. This can easily get them in over their heads.
  • Light Is Not Good: As befitting servants of Sheogorath, the Golden Saints who maintain bright, happy Mania are rather unlikable and rude.
  • Magic Knight: Aureals excel in both combat and in spellcasting.
  • Matriarchy: Their society is extremely matriarchal, with females filling all leadership positions.
  • Meaningful Name: The "Aur" in Aureals comes from Aurum, the Latin word for gold. The mortal name for an Aureal is a "Golden Saint".
  • More Deadly Than the Male. "Male" Aureal are significantly weaker and physically smaller than the females.
  • Non-Mammal Mammaries: The female Aureals possess bosoms despite being not being human nor reproducing, so there is no need for them to nourish offspring.
  • Proud Warrior Race: They have a heavily militaristic society, thriving on conflict and warfare. They are known to engage in conflicts with the Mazken (Dark Seducers) for both the favor of Sheogorath and simply as an outlet for their aggression.
  • Tiny Guy, Huge Girl: The females are considerably taller than the males.

    Aurorans 
https://static.tvtropes.org/pmwiki/pub/images/auroran.jpg
An Auroran as seen in Knights of the Nine

"And then came the storming of White-Gold, where the Ayleids had made pact with the Aurorans of Meridia, and summoned them, and appointed the terrible and golden-hued "half-Elf" Umaril the Unfeathered as their champion…"
The Song of Pelinal

Aurorans are an intelligent race of lesser Daedra most frequently found in service to Meridia. They typically appear as large humanoids encased in golden armor. Their favored weapons are axes and they are known to be "infused" with lightning magic, given them the ability to use Shock spells as well as resist them.

Most infamously, Aurorans served the Ayleid Lord Umaril the Unfeathered, a prominent champion of Meridia, during the Alessian Revolt and again during the events of Knights of the Nine.


  • Bling of War: They are encased in golden armor.
  • Faceless Goons: All of them wear helmets that conceal their faces.
  • Giant Mook: They stand at least a full head taller than any of the playable races.
  • Light Is Not Good: They dress in gold armor and serve Meridia, typically considered a "good" Daedric Prince, but served the Ayleids during the Alessian Revolt and again during Umaril the Unfeathered's return.
  • Shock and Awe: They are "infused" with lightning magic, which allows them cast Shock spells while also resisting them.

    Clannfear 
https://static.tvtropes.org/pmwiki/pub/images/clannfear_2.jpg
A Clannfear as seen in Online

""The clannfear is a fierce, green, lizard-like bipedal Daedric summoning..."
Morrowind Dialogue

Clannfear are a form of lesser Daedra possessing animalistic intelligence. They are similar in appearance to therapod dinosaurs with ceratopsid frills as well as sharp beaks and talons. Not unlike the popular perception of raptor-like dinosaurs, they possess agile movements similar to birds and hunt in packs to take down larger prey. They typically stand shorter than the average citizen of Tamriel, though larger varieties have been known to exist.

While they are associated with Mehrunes Dagon, they are frequently found in many other planes of Oblivion and have been known to serve several different Daedric Princes.


  • Art Evolution: They've gotten smaller, sleeker, faster, and more dinosaur-like with each appearance in the series.
  • Attack Animal: They serve in this capacity in the armies of the Daedric Princes, most prominently Mehrunes Dagon.
  • Characterization Marches On: Along with some aspects of Early-Installment Weirdness. In their first appearance in Battlespire, they are semi-intelligent and can even be conversed with. They are also larger, slower, and have powerful but clumsy attacks which are easy to dodge. Morrowind reduces their intelligence but keeps them as slow and somewhat clumsy. They finally settle into their unintelligent "Daedric Raptor" role in Oblivion, which gets further built upon in Online.
  • Evolutionary Levels: There are several known varieties of Clannfear, ranging from "Runts" at the bottom, to the standard Clannfear, to the larger Dread Clannfear and Clannfear Matrons at the top.
  • Luckily, My Shield Will Protect Me: Though not known to use magic, they possess some sort of natural shield which reduces the damage they take from physical attacks.
  • Raptor Attack: While deadly on their own, they prefer to attack in packs and can bring down larger/more powerful prey when they do.
  • Reptiles Are Abhorrent: They're hostile reptilian Daedra.

    Daedroths 
https://static.tvtropes.org/pmwiki/pub/images/daedroth.jpg
A Daedroth as seen in Online

"The crocodile-headed humanoid Daedra called the Daedroth is a servant of Molag Bal..."
Darkest Darkness

Daedroths are a form of lesser Daedra which has variously shown intelligence ranging from animalistic to primitive sapience. They typically take the form of a large, bi-pedal crocodile complete with teeth, claws, and scales. Daedroths are known to be capable of casting spells, with some varieties also able to breath fire. Some have been known to use weapons and wear primitive armor, though most attack with their natural weapons.

Daedroths are primarily associated with Molag Bal, but have known to serve other Princes as well, particularly Mehrunes Dagon.


  • Breath Weapon: Their most common attack is breathing fire from their mouths.
  • Characterization Marches On: In their first appearance in Daggerfall, they are shown wearing armor and using weapons, in addition to casting more complex spells such as Silence. Morrowind makes them more animalistic and took away the weapons and armor, though they're still much smaller than later appearances. Oblivion makes them massive and even more animalistic. The thing keeping it from straying into Early-Installment Weirdness is that Online gives them back some intelligence and has instances of Daedroths once again wearing armor.
  • Deflector Shields: They are capable of casting a Shield spell upon initiating combat, reducing the amount of physical damage they take.
  • Giant Mook: The role they tend to fill when serving in Mehrunes Dagon's Legions of Hell. They're larger (and less intelligent) than all of his other troops save Xivilai.
  • Mage Killer: Primarily their Daggerfall appearance, where they can cast Spell Shield and a Silence spell, making them the bane of any magic oriented players.
  • More Teeth than the Osmond Family: They have rows of razor sharp teeth.
  • Never Smile at a Crocodile: They take the appearance of large humanoid crocodiles.
  • Playing with Fire: Daedroths are capable of using fire based attacks, be they magical Fireballs or "natural" fire breath.
  • Poisonous Person: In Morrowind, where they like to initiate combat by casting a ranged, large Area of Effect "Poisonbloom" spell.
  • Reptiles Are Abhorrent: They're hostile reptilian Daedra.
  • Shock and Awe: Some varieties of Daedroth are capable of casting Shock spells.
  • Spikes of Villainy: They tend to have a very spiky appearance, are near-universally hostile to mortals, and are most commonly found in service to the "bad" Daedric Princes.

    Daedric Titans 
https://static.tvtropes.org/pmwiki/pub/images/daedric_titan.jpg
A Daedric Titan as seen in Online

"From its very first performance in the grueling Test of Fealty it was clear that this new morphotype would be a valuable addition to our Lord and Master's forces of dominion. Its strength was unparalleled, its savagery remarkable even among the war-slaves of Molag Bal, and its native intelligence was impressive."
Daedra Dossier: The Titans

Daedric Titans are an intelligent race of lesser Daedra created by corrupting dragons and replacing their Aedric souls with Daedric ones. Anatomically, they are similar to dragons but possess prehensile frontal limbs. Titans are also capable of using powerful Thu'um-like word magic.

The first Titan was created by Molag Bal, and he has the most Titans in his service. However, Titans have also been found in the service of Boethiah and Mehrunes Dagon. Dagon further enhanced the Titans in his service by imbuing them with fire magic, creating the more powerful Ash Titans.


  • The Corruption: Molag Bal created the Daedric Titans by corrupting dragons. Titans possess similar anatomical features and abilities as dragons, but were created in mockery of true dragons and serve the Daedric Princes.
  • Draconic Abomination: They're Daedra formed by corrupting dragons via twisting their physical forms and giving them Daedric souls.
  • Dragons Are Demonic: While even standard dragons qualify to a degree, Titans take it up to eleven. They were created by corrupting the already destructive and dominating dragons, giving them Daedric souls, and putting them in the service of the Daedric Princes.
  • Elite Mooks: They serve Molag Bal in this capacity.
  • Expy: Corrupted divine entities who serve a dark lord? They are essentially the ES equivalent of Balrogs. Ash Titans make it even clearer.
  • Fallen Angel: Technically, as they are corrupted versions of standard dragons, who are divine, Aedric entities.
  • Multi-Armed and Dangerous: Unlike standard dragons, they have four limbs (two arms and two legs) in addition to their wings.
  • Playing with Fire: Ash Titans are a stronger variant created by Mehrunes Dagon and imbued with fire magic.
  • Pride: After the dragon Boziikkodstrun resisted Molag Bal's Cold-Blooded Torture and Mind Rape through sheer unrelenting pride, Bal decided to bring that power to his side by corrupting Boziikkodstrun into becoming the first Titan.
  • Spikes of Villainy: They are even spikier than the already very spiky standard dragons.
  • Super-Scream: While stated to be only a "crude imitation" of the "true" Thu'um, Titans possess the ability to speak a spell of flaming essence-drain that can debilitate an opponent with a single word.

    Demiprinces 
https://static.tvtropes.org/pmwiki/pub/images/fa_nuit_hen.jpg
The Demiprince Fa-Nuit-Hen as seen in Online

"Then the Barons and the Demiprince joined together into a pillar of fighting styles terrible to behold and they danced before the egg and its learning image."
The 36 Lessons of Vivec — Sermon 1

Demiprinces are the scions of Daedra and mortals. Although Demiprinces inherit aspects of their Daedric parent, they are often highly eccentric and often lack mortal characteristics such as foresight, memory, cruelty, or willfulness. Some Demiprinces acquire or are given pocket realms of Oblivion to rule over, and they are known to visit Mundus for the express purpose of interacting with mortals, an act which most Daedra abhor.

The most famous Demiprince is Fa-Nuit-Hen, a scion of Boethiah, also known as the "Multiplier of Motions Known". He rules over the pocket realm of Maelstrom and is said to haunt the warriors who fell and still wonder why. Physically, he resembles a human with some Dremora features, including small horns.


  • Attention Deficit... Ooh, Shiny!: Demiprinces tend to have short attention spans and get bored very easily. Fa-Nuit-Hen, for example, can barely stay focused on questions during his interviews and outright interrupts people so he can answer them before he loses track of what they're saying.
  • Cloud Cuckoolander: Their dual nature gives them an odd perception of the world and time itself. Fa-Nuit-Hen talks of events as happening, happened, and will-or-maybe-happening at some point, all at once. They are even considered "eccentric" by the standards of other Daedra.
  • Divine Parentage: As the children of Daedra and mortals. Fa-Nuit-Hen is the scion of Boetheiah, for example.
  • Idiot Savant: In addition to their eccentricities, Demiprinces have an extremely difficult time maintaining knowledge which lies outside their spheres of influence. However, they are the undisputed masters of whatever lies within their spheres. (For Fa-Nuit-Hen, for example, that would be sword techniques.)
  • Pocket Dimension: They are often given realms of Oblivion to rule over as gifts from their parents. These realms are said to be "bizarre" and "eccentric", even by the standards of the other realms of Oblivion.

    Dremora 
https://static.tvtropes.org/pmwiki/pub/images/dremora.jpg
A Dremora as seen in Skyrim

"We are not born; we have not fathers nor mothers, yet we have kin and clans.
->The clan-form is strong. It shapes body and thought.
->In the clan-form is strength and purpose.
->We serve by choice. We serve the strong, so that their strength might shield us.
->Clans serve by long-practice, but practice may change.
->Dremora have long served Dagon but not always so.
Spirit of the Daedra

Dremora, who refer to themselves as "the Kyn", are an intelligent race of lesser Daedra most frequently found in service to Mehrunes Dagon, though they've been known to serve other Princes as well. Their typical appearance is as tall, dark-skinned humanoids with dark hair and often horns. They are a proud, clan-based race which upholds values of oaths, pride, honor, and loyalty. They detest mortals as beneath them and honor Mehrunes Dagon as a god. They primarily hail from Dagon's Deadlands realm, but can be found throughout many realms of Oblivion.


  • Always Chaotic Evil: As a race, they come across as Always Lawful Evil.
  • Art Evolution: The Dremora in Morrowind are no bigger than Dunmer or Imperials, and are even dwarfed by Nords and Altmer. This is changed in Oblivion, where they are equal in height to the Altmer race. Also, they were originally very grotesque in terms of facial features. By Skyrim, they've started to look more like heavily-tattooed (though still horned) Dunmer.
  • Blood Knight: Dremora exist for combat and killing.
  • Boss in Mook Clothing: It can be difficult to tell different ranks of Dremora apart at a distance. It often only becomes apparent when they fire off a stronger than expected spell or whip out a higher quality weapon than the lower-level Dremora possess.
  • Conservation of Ninjutsu: The Dremora in Oblivion (and to a lesser extent Battlespire) are significantly weaker than in other games until you reach at least the rank of Kynmarcher. There are also way more of them in this game owing to their status as antagonists.
  • Deadpan Snarker: Dremora who become chummy with mortals (whether via forced servitude or voluntarily because the mortal has proven worthy) tend to speak like this.
  • Defeat Means Respect: The Dremora in Oblivion consider the Hero of Kvatch one of the few mortals worthy of their attention, due to the hero's role in breaking their sieges of the Imperial cities and the retribution meted against them.
  • Enemy Summoner: Some Dremora are known to summon other lesser Daedra to aid them in battle. Most commonly they summon Scamps, but they've been known to summon Atronachs, Clannfear, Daedroths, and Spider Daedra as well.
  • Evil Is Hammy: They are an entire race of Large Hams.
  • Evil Sounds Deep: They speak with deep, distorted voices.
  • Facial Markings: They are known to adorn their faces with red markings and symbols.
  • Fantastic Caste System: They're divided into four "soldier" classes (Varlets, Churls, Caitiffs, and Kynvals), two "officer" classes (Kynreeves and Kynmarchers), and two "noble" classes (Markynaz and Valkynaz). The former four represent the military ranks of lesser soldiers, with Varlets being the dregs of Dremora society and the worst treated, Churls being the untrained disorganized rabble that form the bulk of a clan's fighting force, Caitiffs representing shock troops, and Kynvals being soldiers that distinguished themselves in combat and displayed the potential to be future leaders of their clans, as well as being the equivalent of knights. The other four are more important, politically-oriented roles, as they respectively represent clan officers, grand dukes, lords, and princes. There are also many other ranks, such as Feydnaz, Kyngald, Narkynaz, and Sovereign, whose positions in the overall hierarchy is largely unknown. An obscure text interview with Lynareth from The Elder Scrolls Online states that they organize themselves into such a strict caste system as an excercise of will over the chaos of Oblivion.
  • Fantastic Racism: If this obscure text is to be believed (and if Lyranth's opinions are taken to be common amongst Dremora), they see the Aurorans as foolish for serving Meridia (who Lyranth refers to as the Glister Witch) and the Xivilai as louts.
  • Horned Humanoid: Variously have two or four horns on their head. The horns tend to get larger and more pronounced among the higher-ranking Dremora.
  • Hunting the Most Dangerous Game: Dremora consider the relationship between themselves and mortals akin to the relationship between a huntsman and his prey, with other lesser daedra assisting the hunt as a trained bird of prey or a pack of dogs would assist a mortal hunter.
  • Icy Blue Eyes: The Dremora who swear allegiance to Molag Bal tend to have blue eyes, and they're quite villainous.
  • Insistent Terminology: Though they are commonly referred to as Dremora, they prefer to identify themselves as "The Kyn", which translates to "The People" in the Daedric language. This is because they consider themselves superior to and more intelligent than the other lesser Daedra, whom they see as little more than mindless beasts.
  • Legions of Hell: Their primary service to Mehrunes Dagon is in this fashion. They are his primary troops while other forms of lesser Daedra serve in other roles.
  • Magic Knight: They are capable spell casters in addition to excelling as warriors. They primarily favor Destruction spells and defensive Shield spells.
  • Master Race: Dremora believe themselves to be superior to other lesser Daedra, even go so far as to refer to themselves as "The Kyn". Seeing as most lesser Daedra aren't civilized or sentient, they do have a point.
  • Monster Lord: Dremora Lords. They have much more health than a standard Dremora, do more damage, have a stronger magical barrier, and almost always come with a higher quality weapon.
  • Non-Mammal Mammaries: Female Dremora possess bosoms despite being not being human nor reproducing, so there is no need for them to nourish offspring.
  • No Sense of Direction: As a general rule, they have a poor sense of direction.
  • One-Gender Race: Mistakenly believed to be the case by both mortals in-universe and players. There are rare female Dremora in Oblivion, but seeing as they only appear in one caste and don't have spoken lines, this was probably a mistake. Online properly introduces female Dremora and gives them some characterization.
  • Playing with Fire: Though have been known to use other spells from the Destruction school of magic, Dremora most frequently use fire-based magic attacks.
  • Praetorian Guard: According to the in-game book "Varieties of Daedra", the Valkynaz caste, the highest ranking of the Dremora, are the personal guard to Mehrunes Dagon. Roughly translating to "prince", they rarely encounted outside of Oblivion, remaining by the side of Dagon himself, while sometimes being tasked as commanders of operations important to Dagon.
  • Proud Hunter Race: The Dremora liken themselves to hunters, with mortals as their prey, and other, nonsapient lesser Daedra as akin to hunting dogs and the like.
  • Proud Warrior Race: Dremora are constantly obsessed with honor through combat. However, some are hinted to have joined the mortals and pursued material wealth.
  • Red and Black and Evil All Over: They have dark skin tones and hair, sometimes outright black, and will adorn themselves with red markings. They also wear the red and black (and spiky) Daedric armor. As for the "evil", they are most often found in service of Mehrunes Dagon and detest mortals as beneath them.
  • Spikes of Villainy: They craft and wear Daedric armor, which features spikes in abundance.
  • "Uh-Oh" Eyes: Curiously, their eye color is different in each game, but it's always one of these.
    • In Morrowind they have red eyes.
    • In Oblivion their eyes are gold.
    • In Skyrim their eyes are black.
  • Unusable Enemy Equipment: It's a series tradition that only the high-level Dremora drop the Daedric armor they wear, probably to avoid a Disk One Nuke situation, as Daedric armor is always the best regular set of heavy armor in the game. Possibly because the armor is part of their bodies, as Daedric armor can be summoned by the player, literally summoning a Daedric spirit in the form of a piece of armor. In Oblivion, their weapons can be looted, but they are nowhere close to the power of regular Daedric weapons.
  • The Usual Adversaries: In Oblivion, where they are the primary Mooks of Mehrunes Dagon.
  • Worthy Opponent: They are typically dismissive of the mortal races, but those who perform well in battle against them can earn their respect.
  • Your Soul Is Mine!: They have been known to capture mortal souls in this fashion. Most infamously, a Dremora captured the soul of St. Jiub the Eradicator during the Oblivion Crisis.

    Dro-m'Athra 
https://static.tvtropes.org/pmwiki/pub/images/lg_cardart_dro_mathra_reaper_1.png
A Dro-m'Athra Reaper as seen in Legends

"Let the beat fill their ears and our venom fill their hearts."

Dro-m'Athra dialogue in Online's Dragonhold expansion

Also known as Bent Cats, Lost Cats, the Dancers in the Dark, and the Dark Litter of Namiira, The Dro-m'Athra are servants of Namira (or Namiira, as the Khajiit call her) who were once mortal khajiit, but fell under the sway of the Dark Heart and were transformed into evil spirits.


  • Always Chaotic Evil: They desire nothing more than to drag every other khajiit into the Dark with them, their bitterness and pain being all that they have left.
  • Ambiguous Situation: Due to their unusual origins as formerly mortal Khajiit rather than direct creations of a Prince, it's unclear if they're actually Daedra in the traditional sense. It's noted that the term is technically accurate, insofar as it means "not Aedra," and a Dremora at once point lists them alongside other lesser Daedra (albeit while referring to them as "bizarre mutants"), but Vastarie in Online states that they're something entirely unique.
  • The Corruptor: They seek to add to their number by drawing other khajiit down the Bent Path, preying on their fears and vices. It's stated that their very presence draws out the inner darkness of other Khajiit, making them more susceptible to the Bent Dance.
  • Dark Is Evil: Just like their mistress, the Dro-m'Athra are strongly tied to darkness, appearing as Khajiit or other kinds of Daedra with pitch-black skin or fur.
  • Demon of Human Origin: Or Khajiiti origin, in this case. The Dro-m'Athra are Khajiit who travel down the "Bent Path" and succumb to Namiira's influence.
  • Rerouted from Heaven: Khajiit drawn down the Bent Path go to the Dark Behind the World upon death, rather than their heaven of the Sands Behind the Stars. The Wall of Life, a sacred mural of Khenarthi where the dying would leave their mark and pray for safe passage to the Sands, once became corrupted by Namiira and instead delivered many innocent souls to the Dark.
  • Tragic Monster: Many Dro-m'Athra weren't bad people in life, merely ones who had their pain and fear preyed upon by Namiira, and some were just unlucky enough to be exposed to Namiira's influence through no fault of their own. Regardless of who they were in life, they're now hateful, cynical, miserable spirits that unleash their hatred and pain upon the Khajiit because it's all they have left.
  • Tron Lines: Their bodies and equipment are covered in glowing blue highlights.

    Knights of Order 
https://static.tvtropes.org/pmwiki/pub/images/knight_of_order.jpg
A Knight of Order as seen in Shivering Isles

"Madness always yields to the march of Order!"
Priest of Order's Dialogue in Shivering Isles

The Knights of Order are intelligent lesser Daedra in the service of Jyggalag. The Knights wear (or are) a full set of metallic armor and are oriented toward melee combat.


  • Animated Armor: Implied to be the case for the Knights. Their armor is their body and it cannot be looted.
  • Eternal Recurrence: Their appearance in the Shivering Isles heralds the beginning of the Greymarch.
  • Evil Is Sterile: Like Jyggalag, they are said to have absolutely no original thoughts whatsoever.
  • Keystone Army: They are connected to Jyggalag's Obelisks of Order. Priests of Order, Jyggalag's mortal servants, can activate the Obelisks and will resurrect if they are killed as long as the Obelisk remains active. Knights spawn from the Obelisks while active. The only way to deactivate an Obelisk is to kill the priest, and then overload the Obelisk by placing the hearts of the Knights into it before the priest resurrects.
  • Knight Templar: They work for their master Jygglag to put the universe into "perfect order", usually by destroying parts of the Shivering Isles and slaying its inhabitants to make way for his return during the Greymarch.
  • Light Is Not Good: Despite their associations with order and their shiny metal appearances, they serve a destructive deity who stops at nothing in an attempt to put the universe into his idea of "perfect order".
  • Order Versus Chaos: They serve the Daedric Prince of Order to destroy the Shivering Isles, home of the chaotic Mad God Sheogorath.
  • Tin Tyrant: Knights of Order are fully encased in (or possible are) sets of metallic armor.

    Herne 
https://static.tvtropes.org/pmwiki/pub/images/herne.jpg
A Herne as seen in Battlespire

"Hello little hare. I am a Huntsman. I hunt you in accordance with the laws of the Wild Hunt..."
Herne Dialogue in Battlespire

Herne are an intelligent race of lesser Daedra found in service to both Mehrunes Dagon and Hircine. Physically, they are humanoid but possess horns, tails, and cloven feet.

The most famous Herne, Egahirn, was placed in charge of one of Hircine's hunts during the events of Battlespire.


  • Combat by Champion: Hircine has been known to put Herne in charge of his hunts when he does not personally participate.
  • Fauns and Satyrs: Their design evokes this.
  • The Goomba: They are little better than Scamps, having low health, dealing low damage, and lacking the ability to cast spells.
  • Horned Humanoid: They have goat-like horns on their heads.

    Hungers 
https://static.tvtropes.org/pmwiki/pub/images/hunger.jpg
A Hunger as seen in Shivering Isles

"The hunger is one of the many voracious servants of the Daedra Lord Boethiah."
Morrowind Dialogue

Hungers are a powerful animalistic form of lesser Daedra in service to Boethiah. Sheogorath is also known to keep Hungers as free-ranging "pets" within the Shivering Isles. Physically, they possess long, thin humanoid frames with very little mass. They attack with their weaponized tongue, their razor sharp claws, and by using their sucker-like mouth to drain the stamina of their prey. Some varieties are known to be able to paralyze their prey and disintegrate their armor and weapons.


  • Chupacabra: Hungers are very similar in appearance to the "alien-style" Chupacabra, complete with claws, spikes, and a "sucker" mouth.
  • Lean and Mean: Hungers are very thin, and extremely aggressive.
  • Overly-Long Tongue: They have extremely long, weaponized tongues.
  • Spikes of Villainy: Their backs are lined with a row of razor sharp spikes.
  • Took a Level in Badass: Inverted. In Morrowind, Hungers are one of the toughest Daedric foes around. In addition to their standard strong attack and fatigue drain, they are immune to all forms of Destruction magic and can use Disintigrate Armor/Weapon spells. Later appearances drop these latter two abilities completely.
  • Vampiric Draining: Hungers are capable of draining the Fatigue of their prey. In game, this tends to take the form of a spell, but given their appearance (and the fact that the "spell" is immune to Silence), it can be implied that they are really using their sucker-like mouths.

    Lurkers 
https://static.tvtropes.org/pmwiki/pub/images/lurker.jpg
A Lurker as seen in Dragonborn

"Lurkers are thought to be native to the murky waters of Hermaeus Mora's realm of Apocrypha."
Dragonborn Loading Screen

Lurkers are a species of lesser Daedra in service to Hermaeus Mora and are native to Apocrypha's waters. Their appearance is as giant humanoids with various amphibious and fish-like features. They attack with their powerful limbs, as well as their mouth tentacles and can spray acid.


  • Anti-Magic: They have resistances to every type of Destruction magic except for Shock spells.
  • Combat Tentacles: Both in the form of a stream of tentacles coming from their mouths and a stomp that causes poisonous tentacles to appear.
  • Expy: They are based on the Deep Ones.
  • Fish People: They have numerous fish-like traits, including spiny fins, and their faces appear to be modeled after angler fish.
  • Giant Mook: Lurkers stand much taller than even the tallest of the playable races, roughly as tall as giants, on average.
  • Healing Factor: They quickly regenerate lost health.
  • Keeper of Forbidden Knowledge: They are often found in close proximity to Hermaeus Mora's Black Books and act as their guardians.
  • Shockwave Stomp: They can use one which damages and staggers nearby enemies, as well as summons tentacles from the ground which deal additional damage.
  • Super Spit: Lurkers can spray acid from their mouths as a form of attack. The acid continues to damage targets for several seconds after initial impact.
  • Weaksauce Weakness: Lurkers are an immensely powerful foe, but have no resistance against Paralysis. A simple Paralysis spell or poison can leave them a sitting duck.

    Mazken (Dark Seducers) 
https://static.tvtropes.org/pmwiki/pub/images/mazken.jpg
A Dark Seducer as seen in Shivering Isles

"Dark Seducers also exhibit little beyond their appearance to match their names. While they too assert their superiority over all others in the realm, they appear to have a more patient, introspective nature about them. They often appear humble in their dealings with mortals, and are known to be patient with the "lesser races."
Saints and Seducers

Mazken, better known as Dark (or Daedric) Seducers, are an intelligent race of Daedra most frequently found in service to Sheogorath. Their typical appearance is humanoid with skin tones ranging from human-like to shades of blue and purple. Despite their name, they are a humble and introspective race, more willing to deal with mortals than most Daedra. They should still be approached with caution, however, as they are known to be treacherous and deceptive. Mazken typically guard the "Dementia" region of the Shivering Isles, and have a significant rivalry with the Aureal (Golden Saints) who guard the "Mania" region.


  • Amazon Brigade: Downplayed. While male Mazken do exist, they are physically inferior and less numerous, leaving the females most fit for combat roles.
  • Carry a Big Stick: They primarily use maces and the occassional axe as their favored weapons.
  • Chainmail Bikini: Female Mazken wear skimpy, Stripperific armor.
  • Characterization Marches On: In Daggerfall, Daedra Seducers are a medium-level spellcaster with no other real distinguishing traits. In Battlespire, they get a major power up (though justified for plot reasons). They (or at least the group present in the game) are stated to have formerly been servants of an agent of Nocturnal before joining Mehrunes Dagon. Come the Shivering Isles, they lose their wings, become more sympathetic, and are stated to be servants of Sheogorath.
  • Dark Is Not Evil: As befitting servants of Sheogorath, the Dark Seducers who maintain the dark and dreary Dementia are mostly are polite and sympathetic.
  • Does Not Like Men: The male Mazken are looked down upon (literally and figuratively) by the females. Arguably justified given the fact that male Mazken are both physically and statistically inferior to their female counterparts. This trope extends to males of the mortal races, though to a lesser degree than with the Aureal.
  • Fantastic Caste System: Similar to the Aureal, they have a caste system with an seven-tier hierarchy, ascending from lowest to highest in rank as follows: Kiskengo, Kiskella, Kiskedrig, Grakendo, Grakella, Grakedrig, Autkendo. An individual's strength and discipline determines their place in this system.
  • Fantastic Slur: Like the Aureal, a favored insult of theirs is "dog".
  • I Fight for the Strongest Side!: Mazken are said to be a treacherous race that will quickly switch allegiances if it becomes beneficial to them. The group of Dark Seducers fought in Battlespire betrayed their former master (a lieutenant of Nocturnal) to side with Mehrunes Dagon when he promised them greater power. Because of this, it's difficult to tell if they've always been servants of Sheogorath or if he is simply their race's most recent master of convenience. However, if what Haskill says is any indication, them constantly switching sides could entail much more than simply fighting for the stronger side.
  • Magic Knight: Mazken excel in both combat and in spellcasting.
  • Matriarchy: Their society is extremely matriarchal, with females filling all leadership positions.
  • More Deadly Than the Male: Male Mazken are significantly weaker and physically smaller than the females.
  • Non-Mammal Mammaries: The Female Mazken are nonhuman spiritual beings with bosoms. It is more justified for them than for other "female" Daedra, as they are known to use their female forms to trick and seduce mortals. (Hence their name.)
  • Proud Warrior Race: They have a heavily militaristic society, thriving on conflict and warfare. They are known to engage in conflicts with the Aureal (Golden Saints) for both the favor of Sheogorath and simply as an outlet for their aggression.
  • Reasonable Authority Figure: While still a bit haughty, they are far more sympathetic and understanding when dealing with mortals than are the Aureal.
  • Superpowered Evil Side: The Dark Seducers in Battlespire are said to be a group who willingly shifted their allegiance to Mehrunes Dagon, and were rewarded by being remade in the image of Dagon's own greed and treachery — becoming not only physically stronger, but also gifted with powerful bat-winged forms.
  • Tiny Guy, Huge Girl: The females are considerably taller than the males.
  • Winged Humanoid: In their Daggerfall and Battlespire appearances. In Battlespire, this is specifically stated to be part of a Super Mode granted to them by Mehrunes Dagon.

    Morphoid Daedra 
https://static.tvtropes.org/pmwiki/pub/images/morphoid.jpg
A Morphoid Daedra as seen in Battlespire

"I hear you are quite the little fireball. They say for us to capture you alive. I tend to get excited in a fight, so please remind me about the ALIVE part if I seem to get too excited."
Morphoid Daedra Dialogue in Battlespire

Morphoid Daedra are an intelligent race of lesser Daedra found in service to Mehrunes Dagon. Physically, they are humanoid but possess horns, tails, and cloven feet.


  • Big Red Devil: Or rather, big orange devils. Their aesthetic plays the trope completely straight.
  • Horned Humanoid: Have horns like the Hernes, but are far more demonic in appearance.
  • I Want Them Alive!: Conversing with one in Battlespire reveals that they were ordered by their Xivilai commander to take the Hero of Battlespire alive.
  • Spikes of Villainy: They have large spikes on each shoulder and are known to serve Mehrunes Dagon, one of the more malevolent Daedric Princes.

    Ogrim 
https://static.tvtropes.org/pmwiki/pub/images/ogrim.jpg
An Ogrim as seen in Online

"Ogrim are massive, powerful, dimly intelligent servants of the Daedra Lord Malacath. Daedra hearts have modest magical properties, but you have to dig through a lot of Daedra to get at an ogrim's heart."
Morrowind Dialogue

Ogrim are a brutish form of lesser Daedra with low intelligence, but which possess immense strength. They typically take the form of massive, vaguely reptilian humanoids with large, bulbous stomachs as well as scales, horns, and spikes. Ogrim Titans are an even more powerful type of Ogrim.

Ogrim are primarily associated with Malacath, though they have been known to serve other princes, primarily Molag Bal.


  • Dumb Muscle: Ogrim possess monstrous strength, but are said to be extremely dim-witted.
  • Expy: Ogrims are essentially Mancubi, minus the cybernetics and arm-cannons. Their design in Online makes them look even more like the Mancubus from Doom II.
  • Fat Bastard: Along with elements of Fat Slob and Fat Idiot. Ogrim are are among the largest of the lesser Daedra, with heavy set frames and huge bulbous stomachs. They are also extremely dim-witted and near universally hostile to mortals.
  • Giant Mook: Are among the largest of all lesser Deadra, with more body mass than the taller Lurkers and Xivilai. They border on being Smash Mooks, with no other means of attack than their strong physical attacks.
  • Healing Factor: Ogrim have strong regenerative abilities.
  • Horned Humanoid: They have pronounced horns on their heads.
  • Kung Fu-Proof Mook: In Morrowind, Ogrim are completely immune to physical attacks.
  • Primal Chest-Pound: In Online, this is how they activate their rapid healing factor. If interrupted, it temporarily stuns them.
  • Reptiles Are Abhorrent: They are hostile reptilian Daedra. Online gives them facial features that cross over with Pig Man.
  • Spikes of Villainy: They tend to have a very spiky appearance, are near-universally hostile to mortals, and are most commonly found in service to the "bad" Daedric Princes.

    Scamps 
https://static.tvtropes.org/pmwiki/pub/images/scamp.jpg
A Scamp as seen in Online

"Scamps are small, and they aren’t particularly intelligent, but they’re agile combatants who delight in cruelty just as much as any of the larger Daedra. They’re often summoned to perform simple tasks, and make good (if sometimes unruly) messengers and servants."
Online Loading Screen

Scamps are a form of sentient lesser Daedra, though with low intelligence. They are also cowardly, and are the weakest known Daedric being, having been known to flee combat when overmatched, and prefer to attack in large numbers to increase their odds. Physically, they are humanoid, smaller than average humans (roughly the size of goblins), with gray skin, long ears, fangs, claws, and tails. Their Morrowind concept art mentions they were the result of a bored Daedric Prince attempting to create his own Mer to play around with and failing miserably.

Scamps are primarily associated with Mehrunes Dagon, and are a favored Daedric summon of even the most novice mortal conjurers.


  • Anti-Magic: Scamps have a resistance to fire, both magical and natural. It is said that they are not bothered by heat.
  • Cannon Fodder: Their combat role in the armies of Mehrunes Dagon. Often, they can be found in non-combat roles, such as messengers and servants to perform mundane tasks. Mortals are known to use Scamps in these latter roles as well.
  • Creepy Long Fingers: Complete with with claws at the end which act as their primary weapon.
  • Evil Smells Bad: Scamps are well known and despised for their terrible smell.
  • Fun Size: They stand much smaller than the average man and are the smallest known Daedric being.
  • The Goomba: Scamps are the weakest of all known lesser Deadra. This is particularly the case in Battlespire, where they are some of the weakest and most easily dispatched enemies in the game.
  • Looks Like Orlok: Checks every box saved for the hooked nose (Scamps have nostril slits instead) and the trenchcoat (Scamps don't wear clothes).
  • Our Imps Are Different: Scamps, the weakest of Daedra, are small, pointy-eared beings used by Daedric Princes to cause mischief. They're noted to not be all that bright, and not especially dangerous to prepared adventures except in large numbers.
  • Playing with Fire: Some Scamps are capable of casting minor fire-based spells.
  • Pointy Ears: Of the extremely long, triangular variety.
  • Primal Stance: While they stop short of walking on all fours, Scamps have very hunched over postures. They're also among the less intelligent of the sentient Daedra.
  • Servant Race: While almost every variety of lesser Daedra is one toward one or more of the Daedric Princes, Scamps are especially well known for their roles as servants.
  • Token Heroic Orc: In almost every game where they've made an appearance, there is typically at least one non-hostile Scamp who can be conversed with. The Scamp merchant Creeper who appears in Morrowind and Online is one prominent example, although he's hinted to be Barbas in disguise, and thus not a real Scamp.
  • "Uh-Oh" Eyes:
  • You No Take Candle: Scamps who are able to speak Tamriellic tend to do so in this fashion, sometimes crossing over with Hulk Speak.
  • Zerg Rush: They prefer to attack in large numbers to improve their odds.

    Seekers 
https://static.tvtropes.org/pmwiki/pub/images/seeker.jpg
A Seeker as seen in Dragonborn

"Seekers are servants of Hermaeus Mora. They are rarely seen outside his Oblivion realm of Apocrypha."
Dragonborn Loading Screen

Seekers are a species of lesser Daedra in service to Hermaeus Mora. Their appearance is as betentacled squid-like creatures with four humanoid arms. They can move as smoky shadows, allowing them to cover distance quickly, and possess a variety of strong magical attacks. Seekers typically act as the guardians and caretakers of Apocrypha, especially over the tomes of forbidden knowledge within.


  • Badass Bookworm: Typically found reading if there aren't any intruders in Apocrypha for them to attack.
  • Cthulhumanoid: Their design evokes Cthulhu.
  • Enemy Summoner: Seekers can summon a weaker clone of themselves to aid them in battle. The clone will disintegrate if the Seeker is killed first.
  • Homing Projectile: Their spells can home-in on their targets, even if they haven't actually detected the target.
  • Multi-Armed and Dangerous: In addition to their many tentacles, Seekers have four vaguely humanoid arms as well.
  • Scary Librarian: Squid-like ones that will attack anything that enters Apocrypha.
  • Super Smoke: Seekers can turn into a cloud of "smoky shadows" which allows them to cover distance very quickly and move into close range with enemies. However, they can still be attacked in this state.
  • Vampiric Draining: All of their spells drain or absorb the health, magicka, and/or fatigue of their targets.
  • The Worf Effect: On a meta level, Seekers are practically designed as a to counter the "stealth archer" build which is well-known for its dominance in Skyrim. A stealth archer attempting to take out a Seeker will find its physical damage resistance absorb most of the damage of the initial stealth shot, while the Seeker then either quickly moves in for a close range fight or fires off powerful spells which home-in on the target even if undetected.

    Skaafin 
https://static.tvtropes.org/pmwiki/pub/images/skaafin_8.jpg
A Skaafin as seen in Online

Skaafin are an intelligent form of lesser Daedra in service to Clavicus Vile. Physically, they are humanoid with yellow skin and long, curved goat-like horns on their heads. They are known to vary in size rather drastically, from quite small to larger than an average man. They can often be found with weapons and armor that have a bronze-like appearance.


  • Heavily Armored Mook: Skaafin Tyrants are fully encased head to toe in thick, heavy armor.
  • Horned Humanoid: They possess long, curved goat-like horns on their heads.
  • Legions of Hell: When Clavicus Vile attempts to invade Sotha Sil's Clockwork City in Online, the Skaafin serve as his main fighting force.

    Perthan (Spider Daedra) 
https://static.tvtropes.org/pmwiki/pub/images/spiderdaedra.jpg
A Spider Daedra as seen in Online

"Spider Daedra are the servants of Mephala, taking the form of spider-humanoid centaurs, with a naked upper head, torso, and arms of human proportions, mounted on the eight legs and armored carapace of a giant spider. Unfortunately, these Daedra are so fierce and irrational that they cannot be trusted to heed the commands of the Spinner. As a consequence, few sorcerers are willing to either summon or bind such creatures"
Darkest Darkness

Spider Daedra, also sometimes referred to as "Perthan", are intelligent lesser Daedra in service to Mephala. Physically, they appear as a naked humanoid torso attached below the waist to the abdomen, thorax, and legs of a giant spider. Due to their unpredictability, few mortals, including Mephala's own worshipers, are willing to summon them for fear that they will disobey orders.


  • Enemy Summoner: They can summon Spiderlings to aid them in battle.
  • Magic Knight: Spider Daedra are equally formidable with melee attacks and destruction magic, particularly ranged Poison and Shock spells.
  • Non-Mammal Mammaries: Female Spider Daedra possess bosoms despite being neither human or mammalian, nor reproducing, so there is no need for them to nourish offspring.
  • Spider People: Humanoid torso, Giant Spider legs and lower body.
  • Spiders Are Scary: They are powerful and unpredictable lesser Daedra, typically found in service to Mephala, who is one of the more malevolent of the Daedric Princes.
  • Wild Card: Extremely unpredictable and just as likely to attack the summoner as they are to attack whatever they're being summoned against.

    Vermai 
https://static.tvtropes.org/pmwiki/pub/images/vermai.jpg
A Vermai as seen in Battlespire

"The Vermai have no thoughts, and cannot fear."
Spirit of the Daedra

Vermai are a blind and aggressive form of lesser Daedra with minimal intelligence, commonly found in the service of Mehrunes Dagon. Physically, they have elongated eyeless faces with humanoid but alien yellowish-green bodies. According to the Dremora, Vermai "have no thoughts". While they can speak, they generally do not do so in any intelligible fashion.


  • Eyeless Face: The Vermai lack eyes.
  • Praetorian Guard: A pair of Vermai served the infamous Sload Necromancer N'Gasta in this fashion.
  • Smash Mook: A somewhat Downplayed version. While not particularly large, their only means of attack is their relatively strong physical attack.

    Winged Twilights 
https://static.tvtropes.org/pmwiki/pub/images/wingedtwilight.jpg
A Winged Twilight as seen in Morrowind

"The winged twilight is a messenger of Azura, Goddess of Dusk and Dawn. Winged twilights resemble the feral harpies of the West, though the feminine aspects of the winged twilights are more ravishing, and their long, sharp, hooked tails are immeasurably more deadly."
Darkest Darkness

Winged Twilights are an intelligent form of lesser Daedra in service to Azura, whom they often serve as messengers. Physically, they are humanoids with purplish-blue skin, wings attached to their arms, weaponized tails, and bird-like feet complete with sharp talons. Winged Twilights are capable of flight.


  • Anti-Magic: They are highly resistant (though not immune) to every form of Destruction magic.
  • Attack Reflector: They have the ability to reflect magical attacks back at the caster.
  • Bat People: They resemble large humanoid bats.
  • Beware My Stinger Tail: Their primary method of attack is to fly slightly above their target and whip around their sharp, hooked tail. Otherwise, they kick with their taloned feet.
  • The Corruption: Grievous Twilights are Winged Twilights which have been corrupted by Molag Bal. They are much more bestial looking and use Teleport Spam when attacking.
  • Good Wings, Evil Wings: Though they serve the typically "good" Azura, they possess traditionally "evil" bat-like wings.
  • Harping on About Harpies: They resemble standard harpies, though are more bat-like than bird-like, and are unrelated to Tamriel's actual harpies.
  • Mage Killer: Between their strong physical attacks and their ability to reflect/resist magical attacks, Winged Twilights are extremely tough foes for magic oriented individuals to defeat.
  • Non-Mammal Mammaries: They possess them as part of their overall feminine humanoid shape despite being neither human or mammalian.
  • One-Gender Race: All Winged Twilights encountered by mortals to date have been female.
  • Super-Scream: They have the ability to stun opponents with their shrill, high-pitched shrieks.
  • Winged Humanoid: They have bat-like wings and are capable of flight.

    Xivilai 
https://static.tvtropes.org/pmwiki/pub/images/xivilai.jpg
A Xivilai as seen in Oblivion

Xivilai are an intelligent and powerful form of lesser Daedra, typically found in service to Mehrunes Dagon but have been known to serve Molag Bal as well. Physically, they are tall and massive humanoids with gray skin and horns. They have a strong dislike of subordination and have a strong tendency toward betrayal.

Xivkyn are a hybrid of Xivilai and Dremora ("Kyn") created by Molag Bal during the events of the Planemeld.


  • Anti-Magic: Xivilai possess the ability to absorb incoming spells, negating the spell while increasing their own Magicka reserves.
  • Badass Army: The Xivkyn under Molag Bal. Being an unholy hybrid of elite but unruly Xivilai and Proud Warrior Race Dremora is a good justification. They very nearly succeeded in taking over Mundus during the Planemeld while being an implacable fighting force.
  • Chronic Backstabbing Disorder: Xivilai are noted for their strong tendency toward betrayal.
  • Cold-Blooded Torture: Xivilai are noted to be skilled torturers who revel in the act, particularly when torturing mortals.
  • Elite Mooks: The role of Xivilai in Mehrunes Dagon's Legions of Hell. They also happen to be gigantic.
  • Enemy Summoner: Xivilai have the ability to summon Clannfear to aid them in battle.
  • Fantastic Caste System:
    • Averted for Xivilai. While culturally similar in many ways to the Dremora, Xivilai have no castes stemming from their hatred of subordination and tendency for betrayal.
    • Played straight for Xivkyn, which have a caste system like the Dremora.
  • Gender Is No Object: Online shows that there are both male and female Xivilai, both of which have similar combat prowess, spellcasting abilities, and status.
  • Giant's Knife; Human's Greatsword: Xivilai typically wield weapons that smaller beings require two hands to wield effectively, such as claymores and warhammers. Due to their size and strength, they can wield these weapons one-handed.
  • Horned Humanoid: Both Xivilai and Xivkyn have horns similar to Dremora.
  • Magic Knight: Xivilai are powerful physical combatants, but also possess the ability to use a variety of damaging magic attacks, including Fire and Shock spells.
  • Non-Mammal Mammaries: Female Xivilai have them possess bosoms despite being not being human nor reproducing, so there is no need for them to nourish offspring.
  • Walking Shirtless Scene: Male Xivilai are typically bare-chested.

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