Lore:Bestiary I

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Ice Atronach[edit]

An ice atronach

Sometimes referred to as a Water Atronach, this magically enchanted creature causes not only damage from its vicious attacks, but also from the extreme cold aura it generates. Some are artificially constructed as a sort of golem.[1] Others are actually daedra[2], akin to the Frost Atronach. Ice Atronachs are immune to cold based spells, which actually heal the creature. They are also immune to normal weapons, but have a weakness to fire-based attacks. They are often summoned by mages, and can be hunted as a source of Frost Salts.

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Ice Golem[edit]

An ice golem

A weak variety of Golem, created out of ice.

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Ice Tribes[edit]

An Ice Scout

The Ice Tribes (also referred to as glacier tribes) are blue-skinned, tribal humanoids known to be encountered in northern, frozen regions of Tamriel. Their physiques appear quite muscular and some can be seen with two blue spike formations upon their shoulders. They are known to make allies with creatures like trolls, snowrays, and the fearsome Gehenoth. They are also capable of negotiations and making deals with men.

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Ice Wolf[edit]

An ice wolf

A type of wolf native to the colder regions of Skyrim.

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Ice Wraith[edit]

An ice wraith

The Ice Wraith is a magical, lucid serpentine creature purely made out of ice. They are typically found across Skyrim's snow-blown landscape and mountain ranges but can also be found in High Rock and Cyrodiil's reclusive mountain country, as well as the Sea of Ghosts. They blend in the snow and become nigh invisible to the naked eye. They will then lunge at unsuspecting prey with their entire body and bite them to death. Prey can sometimes get infected with Witbane, a disease that dulls a person's intelligence. Ice Wraiths are among many creatures that are immune to paralysis.

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Also spelled Ilyadi. Faeries once native to Summerset Isles that were giants taller than trees, with eyes that covered their head.[3][4] They are extinct.[5]

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An imgakin

A gold-colored variety of monkey. It is unknown if they have any relation to the Imga.

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An imp

Imps are small, winged humanoids who are slightly intelligent and can cast a variety of spells. Speakers of Impish can tame these creatures. The Homonculus is physically similar to the Imp. The origins of the Imp are not clearly known. Some sources suggest they may be Daedric beings, while others state that they are artificial constructs similar to golems. It may be that both theories are correct.[1] Imps were among the first beings summoned from Oblivion during the development of Conjuration magic, suggesting at least some of them could be Daedra.[6]


An imperfect circa 3E 427

The Imperfect is a factotum variant designed with advanced combat features. A new prototype is created and is improved upon each time it is destroyed. Sequence plaques are collected to be analyzed for their data after each combat test so further advancements are made. One day it shall obtain its true form, and fulfill its ultimate goal.[7] Around the 2E 582, the Vestige encountered and defeated several Imperfect factotums during their journey in the Clockwork City within the Asylum Sanctorum and the Sanctuary of Verification. They were aided by one in the Ventral Terminus. In the Third Era, two of these giant constructs were created by Sotha Sil for the purpose of guarding him in his Clockwork City. Only one was functional during the Nerevarine's venture to the Clockwork City in 3E 427; it attacked the Nerevarine and was defeated.

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Indigo Tree Frog[edit]

A Indigo Tree Frog

The Indigo Tree Frog is a species of Tree Frog found in Murkmire, which are used by Argonian vossa-satl makers to create the instruments unique sound.[8] They are blue in color with black spots and live in groups, nesting in the high branches of trees and only come down to feed on insects such as Fleshflies.[9]

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An indrik

Indriks are magical creatures that bear some relation to Jephre[10]. They can be found throughout the forests of Summerset Isle and are often hostile. Indriks can be summoned to Tamriel by combining four legendary feathers. Indriks follow an evolutionary pattern and has four forms. The indrik first enters Tamriel in a pure form, and are referred to as Nascent Indriks. Further exposure to some infused stimulus will change its form and cause it to evolve, developing secondary characteristics and more specialized antlers. The second form is referred to as a Dawnwood Indrik and its antlers grow and develop a green glow. Its plumes also develop a green color.[11]

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Inferniums are large beastial Daedra that dwarf most known Daedra in both size and hideousness, resembling a great fanged insect, leech, or monstrous caterpillar with numerous teeth. They are many-legged beasts that chase after their prey, screaming and spewing molten rock. They are also occasionally referred to as Lavapedes but it is uncharacteristic of their morphology.

Inferniums are huge enough to easily devour beasts as large as horses. Although they do not have a preference in what it consumes they typically are obsessed with concepts of upheaval and revolution. Despite their bestial appearance, Inferniums do not pursue these ends in a crude, general sense. They are aware of where political and cultural power rests. High-ranking Dremora routinely fall prey to attacks of Inferniums. They are attacked far more often than low-ranking Varlets who typically enjoy fewer defenses. Inferniums also consume powerful items such as grand soul gems, master lucents, and valuable extraplanar relics. They are also known to hoard trinkets such as jewelry and precious gems but also collect armor and magical items.

They can be found in the Deadlands, typically wherever there is anything or anyone of potential, prestige, or authority. They can also be encountered in the plane of Deadlight. Inferniums are typically aligned with Daedric Prince Mehrunes Dagon. Occasionally Inferniums are accompanied by Havocrels. According to some sources Inferniums need that assistance. It was theorized that some Havocrels are attempting to train Inferniums. Certain Inferniums are noted to reform far more frequently than any other routinely killed Daedra. In some cases, the process of reformation can take only a few days. Although the time of reformation is short it is inconsistent and varies between the specimen.

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Iron Atronach[edit]

An Iron Atronach

Iron Atronachs (sometimes called Earth Atronachs) are a type of Elemental Daedra. They are towering behemoths composed of solid and molten iron and usually take a roughly humanoid form. Iron Atronachs come from an unnamed volcanic realm of Oblivion, an impossibly dense molten hellscape that produces them in abundance. Iron Atronach names usually appear with the Daedric clan name "Mynar".

Iron Atronachs have a relentless appetite for destruction and are often found in the Deadlands, the volcanic realm of Mehrunes Dagon, the Prince of Destruction. They attack using their brute strength and the molten heat of their bodies. Some Iron Atronachs possess a magical aura that damages anyone who dares to get too close . Electricity-based spells do not damage Iron Atronachs, but heal them instead. They can be harmed by any type of weapon.

Few mortal conjurers dare to summon Iron Atronachs to Tamriel, despite them making powerful servants. Those that do sometimes end up dead. Some mages, not satisfied with simply summoning Iron Atronachs, weave powerful Illusion spells to assume the shape of an Iron Atronach. The Undaunted were known to use Iron Atronach-styled weapons and armor.

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Iron Golem[edit]

An iron golem

A powerful variety of Golem, created out of iron. Not to be confused with Iron Atronachs.

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Isgareth Bee[edit]

An extinct bee native to Auridon which lived in the First or Second Era. Its honey was said to grant immortality upon repeated consumption.[12]

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Ithguleoir is a mythical creature that lives in the Eltheric Ocean, not far from the coast of High Rock. It is said to be an immortal leviathan that stalks the depths of the ocean, particularly in the waters north of Northpoint and the outer reaches of the Glenumbra Banks. It is described as having an oily back and a demonic stench that smells like it's blown from Oblivion.

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  1. ^ a b Daggerfall User's Guide - description of Imps
  2. ^ Dialogue in Background Information quest
  3. ^ Pocket Guide to the Empire, 3rd Edition: The Blessed Isle: Alinor and the SummersetsImperial Geographical Society, 3E 432
  4. ^ The FaerieSzun Triop
  5. ^ The Improved Emperor's Guide to Tamriel: The Summerset Isles: AuridonFlaccus Terentius, 2E 581
  6. ^ The Origins of Conjuration
  7. ^ Clockwork Facilitator's dialogue in ESO: Clockwork City
  8. ^ Nesh-Deeka's dialogue in Murkmire
  9. ^ Nesh-Deeka's dialogue in Murkmire
  10. ^ Y'frre's Sparkling SteedsMelobrian
  11. ^ Memorandum: Indrik Emergence & Formal Development
  12. ^ On Immortality — Anonymous