Abominations are mechanomagical lifeforms that were created by the former Clockwork Apostle, Mecinar, and are a perversion of Sotha Sil's goal of creating the perfect lifeform. Early variants consisted of individuals modified against their will that were melded with steel and sorcery similar to Fabricants, but are a step further and are merged with beasts. The creations led Sotha Sil to exile Mecinar out of the Clockwork City.
Abyssal Sea Pig
A type of sea cucumber that can be found in Artaeum's sparkling oceans.
Air Atronachs are a new type of elemental created by the Serpent, who has corrupted and taken control of the Mage's atronach army in Craglorn. They supposedly possess the combined power of a flame, frost and storm atronach. Mehrunes Dagon was quick to adopt them as servants soon after their creation.
Akulakhan, also called the Second Numidium, is the name of the machine god built by Dagoth Ur under Red Mountain. Using the divine influence of the Heart of Lorkhan to power Akulakhan, he planned to use it to drive all outlanders out of Morrowind, cast down the Tribunal, spread Corprus, and eventually take over all Tamriel. Dagoth Ur also planned to establish a theocracy based on the worship of Akulakhan with his Ash Vampire brothers serving as the god priests of Akulakhan. But, in 3E 427, the Nerevarine arrived in Vvardenfell, recovered Kagrenac's Tools—the Dwemer artifacts Wraithguard, Sunder, and Keening—and led an assault against Dagoth Ur's stronghold. Using the power of the tools, the Nerevarine was able to destroy the tonal enchantments on the Heart, killing Dagoth Ur and destroying Akulakhan.
A beetle that serves as a form of livestock. Their carapaces produce a shade of sea gray sought by painters. They are apparently delicious.
Alits are tailless, two-legged omnivores that can be found in Morrowind, Black Marsh, and Elsweyr. They can also be found in Valenwood, though they are not native to the region. Animal enthusiasts from Valenwood used to import the creatures. A good deal of them escaped captivity, and now alits roam the southwestern forests. They are related to guar, kagouti, and wormmouth.
Built like the kagouti, the Alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks like a big toothy mouth with feet. They are solitary creatures, and prefer easy prey such as sheep. Like guar, they supplement their nutrition by rooting. They attack by biting and can jump deceptively high. Alits are known to carry ataxia. Alits have tough skin and chewy meat.
The spirits of deceased Dunmer, Ancestor Ghosts commonly defend the tombs of clan and kin, but may also be summoned and controlled by sorcerers. Ancestor Ghosts are aggressive, but not very dangerous to the prepared adventurer. These ghosts can curse those who attack them, and are immune to disease, poison, frost damage and mundane weapons.
A more powerful form of the common Ancestor Ghost, Ancestor Guardians are immune to disease, frost, normal weapons, and poison. Dunmer have a unique, innate ability to summon Ancestor Guardians to aid them in battle, or to help them avoid blows.
For more information, see the main lore article.
The Ancestor Moth is a rare indigenous gypsy-moth of Cyrodiil, and the Ancestor Glades of Tamriel, said to be kept alive by the loving spirits of the dearly-deceased, and grant wisdom and knowledge to those they come upon. The Ancestor Moth is sacred to the Imperials of Cyrodiil, specifically, the Cyro-Nords of the Nibenay. The Nibenese are known to use the ancestor silk of the gypsy-moth to craft exotic cloth, and export to others across the provinces. The singing and hymnal vocals of the ancestors are collected into a special silk-gathering ceremony, which is the ancestor silk. In the Nibenay, this silk harvest is a sacred tradition that dates back to their early history. But to the Cult of the Ancestor Moth, they are one of the same. The cult harvest the silk and undergo a magical ritual to enchant the fabric.
Ancestor moths are also used by Moth Priests in the Ritual of the Ancestor Moth in order to read an Elder Scroll. The moths maintain a connection to the ancient magic that allows the Moth Priest to decipher them. Moths emanate a soft harmonious trilling that when amplified taps into a form of primal augur. This allows the moths themselves to become a conduit for deciphering the scrolls. By having the moths close to the Moth Priest, they can utilize the conduit and share the moth's augury.
The Ascended Sleepers are distorted, half-mer, half-beast creatures transformed through the connection forged by Dagoth Ur to the power of the Heart of Lorkhan into powerful magical beings. Ascended Sleepers are highly intelligent, aggressive, and dangerous. The Ascended Sleeper is the form assumed during one of the final stages of the progression of Corprus. They can afflict their opponents with a variety of deadly Blight diseases as well as damaging frost and fire attacks.
The Ash Ghoul is a distorted, half-mer, half-beast creature transformed through the connection forged by Dagoth Ur to the power of the Heart of Lorkhan into a powerful magical being. Ash Ghouls are highly intelligent, aggressive, and dangerous. The Ash Ghoul is one of the forms taken by a being during the progression of Corprus. They can cast a variety of minor spells, including spell reflection.
Ash Guardians are golems resembling Storm Atronachs, created by the Telvanni of Solstheim during their study of the Ash Spawn. They can be summoned from the ash, but will attack indiscriminately unless controlled with a Heart Stone.
Ash Hoppers are moderate sized insect creatures found in Vvardenfell and southern Solstheim. The Amber Ash Hopper species is native to the upper Ashlands and the slopes of Red Mountain and can be taken in as low maintenance pets. The Deep-Moss Ash Hopper species is native to the fungal-forested uplands and the coastal marshes of southern Vvardenfell. They are the mascot bugs of the Buoyant Armigers due to their admiration of their green carapaces.
The Ash Hoppers of Solstheim differ in size and have a head shape which is somewhat like Scrib. They are hostile to travelers unlike their more docile Vvardenfell counterparts and they can carry droops. Their meat and jelly is used in cooking and alchemy, and their chitin can be used in creating traditional Dunmer armor types. Their shells can also be made into lava-resistant overshoes.
The Ash Slave is a humanoid creature transformed through the connection forged by Dagoth Ur to the power of the Heart of Lorkhan. These creatures are aggressive and dangerous. An Ash Slave is a being in one stage of Corprus' progression. They can cast a variety of minor spells including spell reflection.
Ash Spawn are creatures that roam the Ashlands of southern Solstheim. They began to appear on the island after the massive eruptions of Red Mountain early in 4E 5 and onward covered the southern part of the island in ash. Their spawning from the ash is caused by heart stones, which contain some trace of the Heart of Lorkhan's power and give life to the bones of Solstheim’s dead found buried in the wastes, infused with the ash of Red Mountain. They are immune to poison and highly resistant to fire, but have no particular weaknesses.
A very powerful creature created by the connection forged by Dagoth Ur to the power of Heart of Lorkhan. Ash vampires are classified as being a powerful form of undead in Morrowind. Considered to be distinct from actual "vampires" themselves. The terms "Ash Vampire", and Blood "Vampire" are used to distinguish between the two kinds of vampires. They take a tall, sinewy form with clawed hands, similar to Dagoth Ur himself. They serve as the nobility of House Dagoth. Note that despite being called "vampires" and being considered to be a form of undead, these creatures are not actually undead, and it isn't possible to catch vampirism from them.  They should only be approached with caution by the most experienced and well protected adventurers.
A humanoid transformed through the connection forged by Dagoth Ur to the power of the Heart of Lorkhan. Like the other ash creatures, Ash Zombies were once Dunmer who have been transformed by Dagoth Ur. As part of this process, the victim's face caves in and their lips are ritualistically stitched closed. They are hostile and will attack on sight, although they can be calmed using spells. When spoken to, however, they can only repeat a few agonized phrases.
Assassin Beetles, once known to the Yokudans as Samara Scarabs, are large, hostile arthropods found throughout Tamriel. They usually appear in warm climates, such as the Alik'r Desert. Their shells are dark or red in color, and they have the ability to cloak themselves in shadow to strike their prey from behind.
Assassin Beetles were originally native to Yokuda, likely the island of Samara. These ancestral Samara Scarabs only grew to the size of a loaf of bread, and were a popular family pet known for playing with children. After Yokuda's destruction in the First Era, Samara Scarabs were brought to Tamriel with the Redguards. However, once on Tamriel they began to continue growing to monstrous sizes as they matured, forcing the early Redguards to drive the beetles from their homes and into the wild, where they flourished and became baneful. To the Redguards, this transformation represented a lesson from the gods; they believe the Samara Scarabs were smitten by the Hunger of Sep, to teach even the youngest child a valuable lesson about the dangers of their new home on Tamriel.
Aurorans are an idealized humanoid race of Daedra in the service of Meridia. Their armor usually appears golden in tone, but since they come from the Colored Rooms, Aurorans can be of any hue. These beings have magical control over color and hue, and are capable of manipulating certain spectra of light into working on their behalf. Warm colors are the easiest for them to manipulate. They are formidable foes that wield shock-based magic, and are resistant to both magic and lightning. They wield powerful axes infused with lightning, and may combine in phalanx formations to channel light and deter trespassers. The Dremora of Coldharbour view them as exhibiting pretensions beyond their worth, and are believed to lack a comprehensible hierarchy.
When an Auroran knight manifests on Tamriel, they can summon Daedric warhorses from the Colored Rooms. These horses are composed of pure light, and like the Aurorans, they exist in various hues. These mounts occasionally persist in the mortal plane if their knight is banished. Aurorans choose their allegiances very carefully, and usually only elect to fight beneath other servants of Meridia. In the presence of Dark Orbs, Aurorans are blessed by Meridia with uncanny vigor, being healed, resurrected, and even prevented from being banished to the Void as long as they remain in close proximity of the orbs. Orbs that emit light in certain hues can control Aurorans of the respective color. Mortals who revere Meridia often honor her by adopting an armor style inspired by that of the Aurorans, crafted with the use of Auroran dust.
An animated statue wielding Ayleid armor and weapons.
- Brodran's dialogue during The Perils of Art
- Alinor Ringtail pet description in ESO
- Ancestor Ghosts in the Staves Creation for Skyrim
- Xukas's dialogue after deciding Hostia's fate during Missing in Murkmire in ESO: Murkmire
- Keshu: The Black Fin Goes to War, Part 1 — Peek-Ereel, Friend and Confidant to Keshu the Black Fin
- Antelope information and locations in The Elder Scrolls Online
- Kishi's Dialogue during Death Among the Dead-Water
- The Elder Scrolls V: Skyrim: Prima Official Game Guide — David Hodgson
- Dialogue in Morrowind
- Vampires of Vvardenfell
- Legions of the Dead