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Skyrim:Daedra

< Skyrim: Creatures
An atronach under the command of a conjurer

Daedra are creatures and sentient beings that can be found across the vast expanses of Oblivion. Only two of these types of Daedra appear in Skyrim, however: the atronachs and Dremora. Despite the lasting ramifications of the Oblivion Crisis, conjurers across Tamriel could not resist the allure and power associated with summoning Daedra and attempting to command them. Many of these summonings are successful and those Daedra serve their masters without fail, but even more summonings go wrong and result in unbound beings turning on their masters.

There are far fewer unbound "wild" Daedra in Skyrim than there were in the previous two Elder Scrolls games, Morrowind and Oblivion. Narratively this makes sense—Daedra-worship was always part of the Dunmer culture and was thus comparatively common in Morrowind, even during the reign of the Tribunal, and there were still many Daedric ruins there where unbound Daedra of all levels from Scamp to Golden Saint could be found, but there are no such ruins and no such cults in Skyrim at all. And since the Oblivion Crisis, the world has largely—and probably justifiably—turned away from Daedra-worship, with the exception of those still revered by the Dunmer. The Orcish cult of Malacath still persists in their strongholds, though not so much among Orcs who live in the wider world. Worship of the other Daedric Princes is mostly restricted to secretive cults.

Even summoned Daedra are not what they used to be: you can no longer soul trap your own summoned Atronachs or Dremora to fill soul gems, although you can soul trap the summoned beings of another caster.

Daedra TypesEdit

Atronachs are intelligent elemental Daedra that can be called forth from Oblivion to serve a conjurer in battle against his or her foes. Atronachs are all immune to paralysis, cannot be reanimated, and cannot be made invisible by any means. Dremora are manlike beings that are treated as NPCs in-game rather than as creatures, and therefore have stats, resistances, and perks more suited to that, as detailed on their page.

 
 
 
 

Flame AtronachEdit

Flame Atronachs appear as female humanoids engulfed in flame, wearing intricate, black, metal armor. Though they are the weakest type of atronach encountered in Skyrim, they are extremely agile and reasonably proficient in close combat. Flame Atronachs prefer to use their flame-based magic at a distance and will actively try to avoid melee combat if at all possible. While typically found in the employ of enemy spellcasters, the player can also conjure them and use them in battle. As these atronachs levitate, they therefore possess the innate ability to walk on water. When slain, unbound Flame Atronachs will drop Fire Salts, an alchemical ingredient.

 
A Flame Atronach
Type (ID) Level     Sta.     Melee Abilities Perks
Flame Atronach
(00023aa6)
5 111 174 50 100 -33 (5 pts - 7.5 pts)
  • None
Potent Flame Atronach[1]
(0004e940)
10 174 100 86 100 -33 (5 pts - 7.5 pts)
  • None
Pelagius' Flame Thrall[2]
(0009b2ad)
15 5229 100 106 100 -33 (5 pts - 7.5 pts)
  • None
Flame Thrall
(0007e87d)
30 242 245 98 100 -33 (5 pts - 7.5 pts)
  • None
Flame Thrall[1]
(000cdecc)
35 358 270 157 100 -33 (5 pts - 7.5 pts)
  • None
^1This variant of atronach is summoned when the actor has the Elemental Potency perk.
^2This variant of atronach is only used for The Mind of Madness quest.

Frost AtronachEdit

Frost Atronachs are Daedric constructs of solid ice that resemble oversized humanoids. They have a long melee reach and their attacks usually stagger targets, but they are entirely lacking in ranged options. Still, once caught in melee range of them, their chilling cloak slows targets and prevents easy escape. They can be summoned by you, and are occasionally used against you by enemy conjurers. All Frost Atronachs have the innate capability of breathing underwater, which is relevant because they are also the only variant of atronach present in Skyrim that does not hover above the ground. Upon death, unbound Frost Atronachs will have Frost Salts on their remains that can be looted.

 
A Frost Atronach
 
The Ancient Frost Atronach
Type (ID) PC Level Level     Sta.     Melee Abilities Perks
Pelagius' Frost Thrall[1]
(0009b2ac)
15 5404 0 256 -33 100 (20 pts - 30 pts)
  • None
Frost Atronach[2]
(000204c1)
16 300 25 125 -33 100 (20 pts - 30 pts)
  • None
Frost Atronach[3]
(00023aa7)
16 400 25 250 -33 100 (20 pts - 30 pts)
  • None
Potent Frost Atronach[2][4]
(0004e943)
24 503 0 292 -33 100 (20 pts - 30 pts)
  • None
Potent Frost Atronach[3][4]
(0010ee46)
24 603 0 292 -33 100 (20 pts - 30 pts)
  • None
Frost Thrall
(0007e87e)
30 440 48 197 -33 100 (20 pts - 30 pts)
  • None
Frost Thrall[4]
(000cdecd)
35 590 57 313 -33 100 (20 pts - 30 pts)
  • None
Ancient Frost AtronachDG
(xx015138)
1 20 440 32 263 -33 100 (20pts - 30pts)
10 30 540 48 297
20 40 640 65 330
30 60 840 98 397
40[5] 65 890 107 413
^1This variant of atronach is only used for The Mind of Madness quest.
^2This variant of atronach is summoned when you use Conjure Frost Atronach.
^3This variant of atronach is summoned when an NPC uses Conjure Frost Atronach and if encountered as an enemy in the world.
^4This variant of atronach is summoned when the actor has the Elemental Potency perk.
^5There is a bug in the quest setup for the encounter with Arch-Curate Vyrthur that prevents this version from spawning.

Storm AtronachEdit

Storm Atronachs are Daedra of elemental shock. They appear as a shattered statue, the cluster of its remains quickly revolving around an unseen, electrified center of mass. Their arms are only seen when they are in combat, and their legs are only witnessed when they are performing certain melee attacks. Storm Atronachs can be encountered as a hostile enemy, usually summoned by an enemy caster, or you can summon them to aid in combat. Like Flame Atronachs, the Storm Atronach hovers and thus has the Waterwalking ability. In the destroyed remains of unbound Storm Atronachs, you will find Void Salts that you can take.

It is worth noting when considering Storm Atronachs for summons that storm thralls lose the ability to cast the powerful Chain Lightning spell when compared to the Storm Atronachs themselves. In this case, it may be wiser to simply recast Conjure Storm Atronach as needed for the more powerful summon.

 
A Storm Atronach
Type (ID) Level     Sta.   Melee Abilities Perks
Pelagius's Storm Thrall[1]
(0009b2a9)
15 5317 243 100 100 (30 pts - 45 pts)
  • None
Storm Atronach[2]
(000204c2)
30 241 197 147
Storm Atronach[3]
(00023aa8)
30 441 197 247
Storm Thrall
(0007e87f)
30 391 197 247
Potent Storm Atronach[2][4]
(0004e944)
35 383 238 114
Potent Storm Atronach[3][4]
(0010ee47)
35 733 213 214
Potent Storm Thrall
(000cdece)
35 484 326 150
^1This variant of atronach is only used for The Mind of Madness quest.
^2This variant of atronach is summoned when you use Conjure Storm Atronach.
^3This variant of atronach is summoned when an NPC uses Conjure Storm Atronach and if encountered as an enemy in the world.
^4This variant of atronach is summoned when the actor has the Elemental Potency perk.
Due to an oversight, the Storm Thrall spell summons not these but instead just regular Storm Atronachs (potency is still obeyed). The only differences, however, are the name, the attributes, and the lack of improved regeneration.

DremoraEdit

 
A Dremora lord

Dremora, like atronachs, hail from the planes of Oblivion, but unlike atronachs they possess a malicious sentience and directly serve the Daedric princes in their pursuits. These ruthless beings are obsessed with destruction and have their own variants and ranks. They can wear Daedric armor, have powerful fire spells, wield blazing weapons, and be among the most difficult of foes to defeat. Dremora can be summoned by you with the Conjure Dremora Lord spell, and are a component in many quests. All specific information related to Dremora, including their ranks, roles, and stats, is captured in greater detail on the Dremora page.

Lurker DBEdit

 
A Lurker

Lurkers are Daedric creatures that come from the murky waters of Hermaeus Mora's realm of Apocrypha. They appear as giant amphibious humanoids, and serve their Prince by guarding forbidden knowledge. Lurkers attack with swipes of their huge hands, and use their long legs for stomping attacks, which have a 100 point stagger effect within 16 feet. They can also attack from afar by spewing tentacles from their mouths. They are very dangerous opponents, and should be fought one at a time. They also have the ability to regenerate health.

Creature (ID) Lvl     Sta. Attacks Abilities Perks Factions Soul
Lurker
(xx01B640)
24 818 15 277
  • Acid Spit, 10 pts for 5 secs
  • Lurker Spray, 8 pts for 1 sec
None Creature Faction;
allied apocrypha creatures;
Benthic Lurker Faction;
DLC2ApoTentacleNoHitFaction
Common
Lurker Guardian
(xx01B641)
34 1135 410
  • Acid Spit, 13 pts for 5 secs
  • Lurker Spray, 8 pts for 1 sec
Extra Damage 1.5 Greater
Lurker Sentinel
(xx01B642)
44 1451 444
  • Acid Spit, 16 pts for 5 secs
  • Lurker Spray, 8 pts for 1 sec
Extra Damage 2 Grand
Lurker Vindicator
(xx01B645)
54 1768 477
  • Acid Spit, 20 pts for 5 secs
  • Lurker Spray, 8 pts for 1 sec
Extra Damage 2.5 Grand

For more information, see the Lurker article.

BugsEdit

  • If you use the Ice Form shout on one and follow up by hitting it as it stands, it may hover motionless slightly above the ground and remain that way until killed. ?

Seeker DBEdit

 
A Seeker
Seekers are grotesque tentacled Daedra. They are servants of Hermaeus Mora, usually guarding tomes of forbidden knowledge, and are rarely seen outside Apocrypha. Miraak gained control of a few Seekers while in the realm of Apocrypha, which he forces you to deal with during the quests The Gardener of Men and At the Summit of Apocrypha.

When idle, Seekers usually conjure a book from thin air and begin to read. While you are undetected, they may become mostly invisible with only a smoky shadow giving away their location. Some varieties seem to, while in this invisible state, flit about the area very quickly. This can be especially surprising to sneaky characters, because very soon after they are shot with an arrow, they can appear right in front of you. Also surprising for sneak-oriented characters, Seekers' magical attacks seem to automatically strike you while they are searching for you, even if you are still undetected. These abilities make the Seeker a formidable and nerve-racking opponent for those that prefer a stealth approach.

All varieties of Seeker will summon a somewhat weaker clone to aid them in battle. This clone has less health and will disintegrate when its parent Seeker has been destroyed.

You can loot Seeker remains for various books including spell tomes but not unread skill books (from the base game and Dragonborn) and scrolls (only from the base game) when they die.

Creature (ID) Lvl     Sta. Abilities Attacks Factions
Seeker
(xx028E7F)
21 550 300 0 DLC2SeekerFaction;
allied apocrypha creatures;
DLC2ApoTentacleNoHitFaction
Seeker Aspirant
(xx01DCBA)
32 660 355
High Seeker
(xx028E83)
42 760 405

For more information, see the Seeker article.

Golden Saint CCEdit

 
A Golden Saint

Golden Saints are humanoid golden-hued Daedra that use golden avian-themed armor and weapons. They are primarily aligned with the Daedric Prince Sheogorath, and are very intelligent and generally hostile. Despite their angelic figure, they are a proud, arrogant race who are quick to anger and cruel in their punishment. All specific information related to Golden Saints is captured in greater detail on the Golden Saint page.

Dark Seducer CCEdit

 
A Dark Seducer

Dark Seducers are scantily-clad, humanoid Daedra that use dark serpentine-themed armor and weapons. They are aligned with the Daedric Prince Sheogorath, although their allegiances are known to be flimsy. Unlike their counterparts, the Golden Saints, Dark Seducers are generally polite and patient when interacting with mortals. All specific information related to Dark Seducers is captured in greater detail on the Dark Seducer page.

Related QuestsEdit

Some quests that require fighting or interacting with Daedra to complete include:

World InteractionsEdit

A few world interactions involve Daedra.

NotesEdit

  • Technically, Ash GuardiansDB are considered to be Daedra for the purposes of game mechanics, despite being a type of ash creature in lore.

See AlsoEdit

Other ArticlesEdit

  • Lore:Daedra — A page documenting all that is known about the vast number of species encompassed by the term Daedra.
  • Lore:Daedric Princes — A list of all of the Daedric princes, their styles, and any other information known about them.
  • Lore:Dremora — A description of the Dremora, their castes, and their roles in different periods of time in Tamriel's history.
  • Lore:Elemental Daedra — An article specifically describing atronachs and the types found in the different Elder Scrolls games.
  • Lore:Aureal — A description of the Golden Saints and their roles in different periods of time in Tamriel's history.
  • Lore:Mazken — A description of the Dark Seducers and their roles in different periods of time in Tamriel's history.
  • Lore:Planes of Oblivion — A list of all of the known planes of Oblivion that Daedra can inhabit.
  • Skyrim:Atronach Forge — A page on the Atronach Forge, a location in the Midden that can create Daedra and items.
  • Skyrim:Dremora — A detailed page on the specific variants of Dremora found in Skyrim.

BooksEdit

The following books contain direct discussion on the different types of Daedra that can be encountered.