Sunday, 18 January 2015

The Elder Scrolls Conversion Project; Iconic Creatures Part II, The Daedra

Many of the D&D monsters presented in the Monster Manual can be used in all kinds of fantasy worlds, like animals, they appear in many works of fiction. Some monsters however in the Elder Scrolls universe are significantly different to be fully converted, either because they remind us something cool and memorable from the games, or because they are integral part of the world. In these posts you can see many creatures that we learned to love and appreciate (or hate and despise) in Elder Scrolls games.




The Daedra are divine beings that unlike the Aedra, didn't take part of the creation of Mundus, the world. They inhabit the planes of Oblivion where they rule as gods. There are many species and races of Daedra, the most powerful are Daedric Princes. There are 17 Daedric princes, each ruling its own daedric plane. The lesser daedra are servants to these princes.
Daedra are often depicted as demons, which is not quite accurate. Although some of them have demonic appearance, and they are quite extremic, their actions cannot be explained by mortal morality. Below you will find statblocks for the most common daedric enemies

Daedric creatures

Scamp:
Small Daedra

AC: 14 (Natural armor)
Hitpoints: 20
Speed: 30 ft.

Str: 7 (-2)
Agi: 15 (+2)
End: 12 (+1)
Int: 8 (-1)
Will: 11 (0)
Pers: 10 (0)

Senses: Passive perception 10
Languages: Speaks and understands Daedric
Resistances: Fire damage
Vulnerabilities: Lightning damage
Challenge: 1 (200 xp)

Pack tactics: If there is at least 2 other scamp within 5 feet of the scamp, it will gain advantage on its attack rolls.

Actions:

Claws: Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit 7 (2d4+2) slashing damage.
Firebolt: Ranged spell attack: +2 to hit, range 60 ft., one target. Hit 7 (1d12) fire damage



Scamps are mischevious, cowardly, weak daedra, often summoned by mortal mages to deliver messages and run errands. They are not very powerful, and they prefer to go in groups. In combat, they try to keep their distance and use their fire magic to attack the enemy from afar. If the combat goes sour, they will flee. They are frequently associated with Mehrunes Dagon.

Clannfear:
Medium Daedra

AC: 13 (Natural armor)
Hitpoints: 40
Speed: 40 ft.

Str: 17 (+3)
Agi: 10 (0)
End: 16 (+3)
Int: 4 (-3)
Will: 7 (-2)
Pers: 5 (-3)

Senses: Passive perception 8
Languages: Understands Daedric
Resistances: Bludgeoning, Piercing and Slashing from non magical weapons, Fire damage
Vulnerabilities: Lightning damage
Challenge: 2 (450 xp)

Charge: If the Clannfear moves at least 20 feet straight towards the target and then hits it with a gore attack on the same turn the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature it must make a DC 13 Strength saving throw or be knocked prone.


Actions:

Multiattack: The Clannfear makes two attacks on its attack action, one with its gore attack and one with its claws.
Gore: Melee weapon attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) bludgeoning damage
Claws: Meele weapon attack: +5 to hit, reach 5 ft, one target. Hit 8 (2d4+3) slashing damage.




Clannfear are large, lizard like Daedra with animal like intelligence. Their head is protected by a bony crest, and they have sharp claws and beaks. In combat they charge their opponents and protect themselves with the crest on their head. They are frequently associated by Mehrunes Dagon, but often found on the planes of other Princes. Their claws can be used as an alchemical ingredient.


Daedroth:
Large Daedra

AC: 16 (Natural armor)
Hitpoints: 160
Speed: 30 ft.

Str: 20 (+5)
Agi: 10 (0)
End: 18 (+4)
Int: 4 (-3)
Will: 7 (-2)
Pers: 6 (-2)

Senses: Passive perception 8
Languages: Understands Daedric
Resistances: Fire damage
Vulnerabilities: Lightning damage
Challenge: 6 (2300 xp)

Actions:

Multiattack: The Daedroth attacks three times with its action. Two times with claws and once with its bite.
Bite: Meele weapon attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+5) piercing damage
Claws: Meele weapon attack: +8 to hit, reach 10 ft., one target. Hit 19 (4d6+5) slashing damage
Fiery breath (Recharge 5-6): The Daedroth uses its fiery breath weapon to burn its enemies in a 15 foot cone. Each creature within the range must make an Agility saving throw or take 35 (10d6) fire damage, or half as much on a successful save.


Daedroths are large, reptile like daedra possessing a fiery breath weapon. In combat they prefer to overcome their prey with their sheer strength and breat weapon. They are associated with Daedric Princes Molag Bal and Mehrunes Dagon.


In future entries I will post the Atronachs and the Dremora, and maybe other daedric beings.

 (The pictures showed in this article belong to their rightful owners. No copyright infringment intended)

1 comment:

  1. I'm still using this resource for morrowind games today, this stuff is great :3

    ReplyDelete