Hackwings are described as both large birds and flying lizards with saw-like beaks, both expressions which are often interchanged. They travel in large flocks and have the tendency to swarm when they feel threatened. They strike quickly in an attempt to wound or knock down their prey. They will fly off after wounding their victim, only to come back when the victim is almost dead from blood loss. Their victims are then ripped apart with the hackwings' saw-like beaks.
Hadolids are a race of amphibious, bipedal crablike beastfolk native to the Abecean Sea. Due to traits they share with crustaceans, they have also been referred to as crabfolk. They are visually comparable to Dreugh, but they are a different species. Their shells are somewhat similar to mudcrabs, although their relation to those creatures is unknown at this time. Hadolids are migratory, and can stay underwater for a period of a decade or more before returning to land for a similar length of time. Hadolids are capable of diving underwater to depths that surpass even the ability of Argonians, leaving a major part of their lifecycle a mystery to researchers. Their odor is reminiscent of rotting meat. They travel in hunting packs and are capable of using powerful magic and weapons. They are commonly seen venturing onto land on the Systres.
For more information, see the main lore article.
See also: Witchmothers
Hagravens are creatures of corruption and decay that appear as a horrific cross between an old crone and a bird. Usually they are extremely hostile to outsiders, but they retain the ability to communicate. They are equally dangerous up close or when casting spells from afar. They can often be found in the company of Reachmen clans, who often revere hagravens as their Matriarchs and leaders, or dwelling in secret groves and lairs in the wilderness with other witches and hags. Some clans actively revile and fear them, however. Few creatures match the cunning, depravity, and repulsiveness of the hagravens. They will take through savagery what they cannot win through guile. They are known for their foul stench. They posses an ability to turn into a murder of crows and attack their foes from a hundred directions at once.
Haj Mota (nicknamed "devil-tortoise") are large amphibious creatures with a jagged shell and a powerful webbed tail. They are ambush predators, and wait patiently in concealment until their prey comes into their attack range. They spew poison and are known to burrow underground. Haj mota mostly inhabit Black Marsh, but they can also be found in the marshes of Hammerfell's Hew's Bane peninsula. The beasts are exceptionally hard to tame, although hatchlings are sometimes kept as pets. The verdigris haj mota hides in Black Marsh's algae-covered pools, where its color acts as camouflage.
A female haj motas is called a "doe". Haj motas lay eggs (around three to a clutch), and are extremely protective of their nests. The shells of their eggs are mottled and brittle. Argonians sometimes use these shells to craft bowls, but they're hard to work with, as they're bound to crack unless the artisan works with utmost care and expertise. When a mated pair produces a clutch of eggs, both parents will tend to the nest. One parent can stalk the marsh safely while the other stays with the nest.
Harpies are a race of fierce, carnivorous, feminine humanoids with the wings of a bird. They are common nuisance around the Iliac Bay area, particularly in Lainlyn, but are found wherever there are rocky cliffs and crags suitable for their nests. They also build their nests in abandoned ruins. While their maniacal nature makes them somewhat less-than-brilliant tacticians, their sharp talons and frenzied behavior often force kingdoms to abandon lands to their use. Mercenary groups like the Fighters Guild are sometimes hired to clear out harpy nests for groups that pass through their territory, such as traveling merchants. Harpy feathers are very valuable, prized by tailors and quill merchants alike. Harpy down can be spun with fine sheep's wool to make a sturdy material for mages' robes. Harpies tend to smell foul.
Harvesters are intelligent, four-armed Daedra who primarily serve Molag Bal. Their duty among his servants is to preside over sacrifices or the stealing of souls. They are known to feed on souls and magicka. They act alone, and care little for concepts such as societal rank, unlike the Dremora. Harvesters have the torso of a woman and the body of a serpent. They have piercing blue eyes just like their master. Barbed gauntlets adorn their wrists, matching the harsh spikes running down their backs and the frilled crown of horns atop their heads. Dark plates of ebony are fused to their skin. Though they do have some measure of intelligence, their lack of culture or language places them below the Dremora in Daedric hierarchy.
Despite having many arms, their hands are not as suited for wielding blades as one might think. Instead, Harvesters opt to utilize the arts of conjuring and illusion. They possess the ability to tear a mortal's soul straight from its body. Harvesters feast on mortal vitality using their powerful sorcery. Said vitality appears in the form of dark orbs that emerge from their victims and gravitate towards the Harvester. When broken, these orbs will return the victim's strength.
Havocrel are a blind, giant, and ill-tempered Daedric race that serve as mercenaries in their quest to find their purpose. Thus they do not have loyalty to any Daedric Prince, and instead take up contracts in hopes of gaining something they desire. Some among them carry titles of nobility, such as Duke and Baron, though it is unknown if they were granted these ranks through their clients. Havocrel are a solitary race that is rarely seen, and have no sense of kinship, ultimately resulting in them detesting others of their own kind.
Hawks are birds found throughout Skyrim. They are hunted for their beaks, feathers and eggs, which can be used as alchemy ingredients. They are territorial animals who rarely venture far from their nests. Though predatory, they only hunt smaller birds and vermin. Trained hawks have been used to convey orders during battle. Undead variants are known as Bone Hawks.
The ancient Atmorans worshiped the hawk, alongside several other animal totems. Nords often associate the goddess Kyne with the hawk, and are known to use stylized motifs of the bird in their architecture, crafts, and clothing. Similarly, the Khajiiti goddess Khenarthi is sometimes represented as a great hawk. The city of Whiterun was founded on the site of the Skyforge, an ancient forge with a stone hawk edifice which predated the arrival of the Nords and elves.
The hawk's keen sight, accuracy, and rending claws inspired the sword-songs of the Ra Gada, and they were known to engrave their blades with the wings of the hawk. During the Chimeri exodus to Morrowind, Saint Veloth was supposedly guided by a great hawk in the sky. The town of Santaki was home to the Knights of the Hawk during the Third Era.
These canines are actually from the nether planes, usually summoned by some powerful being to perform a service. They can attack with their powerful jaws or fire breath. They can be found near lava. Despite superficial similarities, they bear no relation to Nightmare Animals.
A Hemonculous is a blood wraith associated with profane blood ritual sacrifices.
Hermit Crabs are small orange crabs that hide in mollusc shells for protection. They are most commonly seen along the sandy coasts of High Isle in the Systres archipelago. They are considered a delicacy by the Hee-Tepsleel tribe of Argonians. Hermit Crabs are sometimes kept as pets.
Hernes (also called Mastema, and not to be confused with the island of Herne) are a race of hunter-oriented Daedra that have been seen in service to Mehrunes Dagon and Clavicus Vile. Fitting to their nature, some have been seen participating in the Ritual of the Innocent Quarry.
Hoarvors are large ticks that drink blood to survive. They can generally be found among dense foliage and in damp locations. Riverbeds and filth-ridden areas are a good place to find them. Hoarvors are not quick to strike a lone enemy. However, in groups or in the presence of abundant food, they are known to strike swiftly and with ferocity. They don't hunt so much as they come upon their prey. Hoarvors will commonly feed on sleeping, injured, dead and dying creatures. They are skilled at locating areas of strong blood flow from which to feed, where they drink from using a proboscis.
Hoarvor infestations are notoriously difficult to stamp out. Simple things like a drunkard left passed out in the streets at night or a pet left uncared for is enough to attract an infestation. It is said that placing frost salts in a circle around one's home is useful when trying to deter hoarvors from approaching. Jagga is known to drive them into a frenzy. Pickled hoarvor is a common snack for road-bound travelers. Hoarvor skin and bloat sacs can be used to create a variety of goods. Some Bosmer have an admiration for the hoarvors and may have hoarvor husbandry. Hoarvors are associated with Namiira, and can cross from the Dark Behind the World to Nirn in areas ravaged by the Dro-m'Athra.
A hairless monkey-like creature which was used as an assistant by the chefs on Umbriel. They have long arms and legs, very long, thin, delicate fingers, huge toothless mouths, large green eyes and very simple language skills. Troops of them could be found in the Sump.
The Hollow are magical stone-constructs of the Wilderking that live in the province of Valenwood, specifically in the great plains of Greenshade, the Wilderking Court. Their sole purpose is to protect the court and to enact the absolute will of the Wilderking and the forest of Valenwood, only appearing from the ground when they are needed. Once their purpose has been done, they remain dormant underground or reside in the Hollow Den, directly north of Greenheart. While they themselves have a free conscious amongst each other, they do not have an autonomous will and act entirely by their gods, with the exception being the original template, Sumiril.
A strange being created by a high level wizard who has somehow combined the properties of certain spells with parts of various demons. They are therefore, a type of golem. These creatures are often set to guard areas, using their ability to fly to patrol corridors. May be related to imps; not to be confused with hemonculous.
- "Another of the All-Maker's wondrous creations. These creatures provide a great deal for our people. They are strong swimmers and fierce fighters, on land and in the sea." — A Skaal
Horkers are aquatic mammals with three tusks, two long flippers and a strong tail. They are native to Solstheim, Skyrim, and northeastern High Rock. Although usually passive, they will attack when provoked or during mating season. Lake Fjalding is the mating grounds for the horkers of Solstheim.
Horses are domesticated quadrupedal animals used for travel. They may occasionally be eaten, but this is considered in bad taste, and their hides can be tanned into leather.
There are many different varieties of horses found across Tamriel, but cannot adapt to Vvardenfell's harsh climate. They are bred for many purposes, including combat, sport, and labor. Horses can be outfitted in armor. As with many creatures, horses can be reanimated by necromancers.
Hulking Fabricants are horrid creatures created by Sotha Sil, resembling a cross between an undersized dragon and a chaurus with six limbs and a tail stinger. Unlike most Fabricants they seem to have no direct equivlant species on Tamriel. They seem to be more strong than fast and attack with claws, fangs, and tail.
The Hunger is one of the many daedric servants of Daedra Lord Boethiah and is known for its long tongue, demonic appearance, and uncanny ability to quickly destroy its opponents' armor and weapons. The Hunger uses its long tongue to attack as well as its claws and spells. Sheogorath allows them to roam his realm as pets, as they appeal to the demented side of his personality. Their tongue is notable among alchemists for being used as an ingredient in potions to cure diseases and poisons.
Huntsman are the revered and mysterious humanoid servants of Hircine from the Hunting Grounds that have daedric hearts. These daedra make references to wearing the skin of their mortal prey to live as them on Nirn, which they will make their hunting grounds. It is not uncommon for worshippers of Hircine to emulate the clothing of a Huntsman as a proxy of worship to Hircine.
Huskies are a strong breed of dog, capable in battle against deadly beast and warriors. They are often bred to accompany members of the Dawnguard and the Vigil of Stendarr. Special armor is forged for huskies giving them an edge in combat.
Creatures that inhabited the forests of Valenwood prior to the Aldmer's arrival to the province. They are mentioned in Mankar Camoran's commentaries on the Mysterium Xarxes. "Lopping off the heads of the hydra" is an Altmer expression suggesting they have multiple heads.
- Uncle Thakh gro-Ram's dialogue in ESO
- Xukas's dialogue at the Ixtaxh Xanmeer during Sunken Treasure in ESO: Murkmire
- Hell Hound description from Arena's manual
- Hell Hound locations in Arena
- Lyranth the Foolkiller Answers Your Questions — Lyranth the Foolkiller
- Hermit Crabs in ESO
- Hermit Crab pet in ESO
- Data files for Herne models
- Pocket Guide to the Empire, 3rd Edition: The Wilds Remain: Valenwood — Imperial Geographical Society, 3E 432
- Garothmuk gro-Muzgub's dialogue in Morrowind
- Oblivion Horse Armor DLC
- Dwarven War Horse mount appearance and description in ESO
- Fang Lair Courser and Skeletal Horse mount description in ESO
- Mythic Dawn Commentaries — Mankar Camoran
- Justiciar Hyircil's dialogue