This page provides information on all the creatures in Redguard. It gives details on where each one is found, their strengths and weaknesses if applicable, and any loot dropped. For information about NPCs in the game, see this page.
All creatures are either hostile or passive; there are no neutral creatures which attack only in defense. Cyrus has two different transformations during his time on Stros M'Kai: a canah bird and gremlin. There are a few other creatures that serve only as scenery, notably the seagulls flying all over the island.
- 1 Hostile Creatures
- 2 Passive Creatures
- 3 Cyrus Transformations
- 4 Other Creatures
- 5 Gallery
Dwarven Mechanical Giant
The Dwarven mechanical giant is a heavily armored construct with an extendable mace on one arm, guarding the final room of the Dwarven Ruins. As the dungeon's boss enemy, it is very deadly and kills instantly if it hits you. The automaton is vulnerable only on its left heel, which can withstand six strikes from your sabre. During the fight, it will taunt you with "Rrrooooaaaaarrrr". Once defeated, the mechanical giant falls apart and drops a Dwarven gear, needed to fix the Observatory's telescope during the quest Save Hayle's Soul.
After destroying it, Cyrus will say, "Looks like a gear fell out of that creature." In his log, Cyrus refers to the creature by the name given here, but it is also called "Golem" in the game files. The giant has an appearance similar to Steam Centurions and Dwarven Centurions found in later games.
Dwarven robots are encountered in the Dwarven Ruins and on the bridge connecting the ruins to the steam pipes area. It takes four regular strikes from your sabre to kill them. The ones in the ruins will not activate until you turn the power back on, so the two on the bridge will be the first Dwarven automatons you fight. A short cutscene will play this first time, showing the robot activating from its spherical form. Likewise, the others will remain in this form until you approach them.
Unlike most other hostile creatures, they have no combat taunts.
There are three types of goblins found throughout the Goblin Caverns. Low-level goblins wear blue and have 30 health (three regular hits), medium-level goblins wear green and have 40 health, and high-level goblins wear red and have 50 health. They deal the standard 10 damage.
In combat, they yell, "Uulllf", "Aaarrrlll", and "Uliiifff". All of them drop either a torch, 7, 10, 15, or 25 gold, a health potion, a strength potion, or a potion of ironskin. Health potions are twice as common as the other potions.
This red dragon dwells in the treasure vaults section of the Catacombs. You encounter Nafaalilargus near the end of the story when recovering the soul gem. Cyrus has a short conversation with him before he attacks. He is a fairly tough opponent, dealing 20 damage per hit. You must heat your blade in the nearby brazier to hurt him; he will die with four regular hits from a heated blade.
For more details and his dialogue, see the main article.
An ogre protects the final resting place of Archmage Voa in the Goblin Caverns. His attacks do 25 damage without any defense potions and cannot be blocked with your sabre. He is invulnerable to normal weapons, and can only be killed by having him smash one of the columns in the room. You must stand close to one of the columns, near the opposite side from the ogre. His axe will destroy the column and part of the ceiling will collapse, killing the beast.
In combat, the ogre screeches, "Rooorrrrrr", "Raaar", and "Raaaar". He carries 300 gold, so it is best to enter the caverns with little or no gold (many gold pouches are scattered throughout the dungeon). Cyrus will comment, "He won't be needing this gold anymore."
Sharks patrol the waters around Stros M'Kai, and kill you instantly if you swim too close.
Skeletons are weak creatures found on the Isle of N'Gasta. There are three variants, though they all have 20 health (2 regular hits). They deal only 5 damage per attack. Skeletons rise from the ground as you approach their location; your first encounter with one will cause a short cutscene showing this behavior. All of them drop either 5, 7, 10, 15, or 25 gold, a health potion, a strength potion, or a potion of ironskin. Health potions are twice as common as the other potions.
As they walk they make a bone creaking sound. In combat skeletons will attack with the taunt "Aahhhhhhhh", react to damage with "Haaaahhhaaaa", and defend with "Aaaaaaaaa". There is an unused fourth taunt: "Raaaghhhh".
Trolls are tough monsters found only in the Goblin Caverns. You cannot defend against their attacks, so kill them as quickly as possible. Fortunately, their attacks cause only 5 damage per strike. They will fall to the ground with five regular hits, but regenerate after 48 seconds. To kill them permanently, you must light them on fire with a torch.
During combat, they will shout, "Roooaaarr", "Raaaaaa", or "Reeeaaaaa". They use the first line when entering combat and the second one when burned.
Two of these Daedra are found in N'Gasta's Tower. You cannot defend against their attacks. The vermai die in five regular hits, but the best way to kill them is to circle the central pit in the tower, which tricks them into falling in.
They have the same combat taunts as the ogre.
Zombies are extremely durable creatures found on the Isle of N'Gasta. They walk very slowly, so it is best to simply avoid them. Zombies attacks cause the usual 10 damage. With ten regular hits they will fall to the ground, but they get up after 10 seconds. Three variants exist, though they all have 100 health. It is impossible to kill zombies, no matter how many times they fall over.
Zombies make a range of sounds in combat. If they spot you, they will say, "Oooooo" or "Ooaaahh". When attacking, they say, "Oooohhhhh" and "Uuuhhhhhh". If hurt by you, they may grunt, "Uuhh", "Ahhhh", "Ummhh", or "Doooohh".
The boatman is a mysterious creature who will transport you between Stros M'Kai and the Isle of N'Gasta when given 3 gold. It makes a bone creaking sound, but does not talk.
If you talk to the boatman without gold as your current item, Cyrus will comment, "He doesn't look like the talking type, perhaps I should offer him a fare." Like all non-hostile creatures, the boatman cannot be attacked.
There is one bull at the Yokudan camp north of Stros M'Kai. You can talk to it, and the bull will respond with "Moooo", or "Moooaaahh" for the last line. Cyrus will cycle through five different lines:
- "Don't suppose you know what's going on."
- "Have we met before?"
- "Ok, cough it up bull, tell me what you know."
- "So, my sister is lost, and there's these pirates, and..oh, forget it."
- "Blonde hair, anhk on his chest, been poking around that wagon. You know the guy I'm looking for."
The caverns fish is a strange, slug-like creature found near the end of the Goblin Caverns. It moves back and forth on the river of goop. You have to ride on its back to reach the final resting place of Archmage Voa.
Clavicus Vile has a dog which accompanies him in his realm. The dog will imitate Cyrus and several other creatures during your conversation with Vile.
Two Daedric guardians appear in Clavicus Vile's realm after you agree to play Vile's game. One always tells the truth and the other always lies. You must ask one of them a question to determine which door is correct in order to win Iszara's soul and not lose your own.
For more details and their dialogue, see the main article.
Orsone is a parrot in Gerrick's Goods that rhymes nonsense about Iszara and interrupts your conversation with Gerrick. He reveals the location of buried treasure if you talk to him and choose the correct responses to his dialogue.
For more details and the entire dialogue, see the main article.
Canahs are the exotic bird of Summerset Isle, bred for their beauty according to Gerrick. Cyrus transforms into one if you offer a feather at a wayshrine. These wayshrines allow you to quickly travel throughout Stros M'Kai. The actual traveling is done through a cutscene; you have no control of the canah bird.
Archmage Jaganvir turns Cyrus into a gremlin after you talk to Falicia about soul gems. As a gremlin, you cannot enter any building except the Jail and die if you touch water. NPCs outside have different dialogue when you are in this form, with the exception of guards who have no interactions. Each of the first six dialogue topics adds another word to a sequence, which resets every fifth word.
- Help!: "Laloo!"
- Please!: "Mee!"
- Iszara!: "Bak!"
- Joto!: "Chaa!"
- Jail!: "Weee!"
- Magic!: "Eng!"
- Joto Magic Please Iszara!: (all four in sequence)
- Bye: "Yupee-nub-nub."
The correct sequence, "Chaa! Eng! Mee! Bak!", unlocks more dialogue that helps direct you to Joto in the Jail. When spoken to Joto, he will recognize the spell and change you back to human form.
Many bats fly overhead on the Isle of N'Gasta, but you cannot interact with them.
Dolphins jump out of the water at frequent intervals near the island's shore. They are not found on the Isle of N'Gasta.
A few rats roam around the Catacombs in circular paths.
Seagulls can be seen flying in the sky above Stros M'Kai, but not the Isle of N'Gasta where they are replaced by bats.