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S H A D O W S OV E R S K Y R I M

CREDITS CONNECT
Lead Designer: Marco A. Medina V. (Gugu) To find out more or to reach out to us, you can find us
Creative Lead: Michael Bonar (Teluusa) in the following places:
Designers & Writers: Andrew Raleigh (Crimson),
Darion Nutter (Whistlehunter), Jason Hunter, Twitter: @UESTRPG
Juanchoclo, MinimanC, Neværo, Sam Bertolli, Email: UESTRPG@outlook.com
TheVileClavicus, TheWhiteGuar, Discord: https://discord.gg/XWCESZy
WanderingSwampBeast
Editors: Andrew Raleigh, Marco A. Medina V., Michael Special Thanks
Bonar, The White Guar, WanderingSwampBeast Alexandrite, Ashardis, Ben Allen, Captain Volkow,
Layout: Marco A. Medina V. ChojiBoy, IceFireWarden, JasonHunter, Kungfu_Dragon,
Marian, Meri W, Pylawn, Sam Bertolli, Scarlet Moth,
the Skyblivion Project, SolarBalrog, The Elder Memes,
Art The Lesser Prophecies, Tutorialtuna, UESP, UnVanced,
Much of the art seen throughout this book is the Valtion, Vira, everyone on discord, and everyone who
property of Bethesda Softworks LLC. This art is used has ever supported this project.
without permission, but credit to the known artists is
given. Additional art has been provided by the
Skyblivion Project and IskelIlona. Other Artists: WatchTheSkiies (Felix)

Known Artists Include: Adam Adamowicz, Anastasia


Ovchinnikova, Artur Gurin, David Kaye, Lemon Sky
Studio, Marius Bota, Nuare Studios, Opus Artz,
Raymond Chen, Ray Lederer, Tom Zhao, zeander Chong
Fei Kang, Michal Kus

ON THE COVER
Defenders of Dawnstar face down the hungry maw of
the World Eater, Alduin. Without the aid of the
Dragonborn, this land is doomed for destruction and
ruin.

The Elder Scrolls


Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks,
ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved.

Intellectual Property
The information contained in this booklet is an unofficial fan made project. This work is not for profit and its
commercial distribution to anyone under any circumstances is strictly prohibited.

System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

First Release: November 2021


PDF Version: 1.0 (This is the first release)

S H A D O W S OV E R S K Y R I M
CONTENTS
Introduction ............................... 4 Vigilants Characters..............................29 Falmer Duskslicer..................................85 Vampiric Senche-Raht......................... 120

About This Book .............................. 4 Vigilants Allies.......................................30 Falmer Shaman .....................................85 Voidstuff ..................................... 121
Welcome to the Frozen North ....... 6 The Vigilants Quests..............................30 Falmer Warmonger ...............................88 Shade................................................... 121

The Reign of Snow ................................. 6 Chapter 2: The Holds of Skyrim 33 Feral Falmer ..........................................89 Shade Colossus.................................... 121

First Empire Of Men............................... 6 Eastmarch ................................... 34 Gargoyle ........................................ 89 Voidmother ......................................... 121

Civil War................................................. 7 Adventures in Eastmarch ......................34 Giants .......................................... 90 Void Rot............................................... 121

The Interregnum .................................... 7 Falkreath Hold............................. 35 Frost Giant ............................................90 Miscellaneous Creatures ............124
The Ebonheart Pact................................ 7 Adventures in Falkreath ........................35 Giant......................................................90 Bear Cub.............................................. 124

Reunification.......................................... 7 Haafingar .................................... 36 Giant Matriarch ....................................92 Bone Hawk.......................................... 124

War of the Red Diamond ....................... 8 Adventures in Haafingar .......................36 Sea Giant ...............................................93 Bone Wolf............................................ 124

The Red Year........................................... 8 Hjaalmarch.................................. 37 Undead Giant ........................................94 Chub Loon ........................................... 125

Civil War and Dragon Crisis.................. 8 Adventures in Hjaalmarch ....................37 Gloomspore ................................. 94 Dire Wolf ............................................. 125

Life in Skyrim .................................. 8 The Pale ....................................... 38 Gloomspore Senche ..............................94 Elk........................................................ 125

Food and Lodging................................... 8 Adventures in The Pale..........................38 Gloomspore Wolf ..................................94 Frostbite Spider ................................... 126

Environmental Hazards .................. 9 The Reach .................................... 39 Hagraven....................................... 96 Great Bear ........................................... 126

Northern Skyrim .................................... 9 Adventures in The Reach ......................39 Half-Giants .................................. 97 Horker ................................................. 126

Southern Skyrim ...................................12 Whiterun Hold ............................ 40 Half-Sea Giant Raider............................97 Husky .................................................. 127

Other Phenomena ................................13 Adventures in Whiterun........................40 Half-Sea Giant Storm Caller.................98 Mammoth ........................................... 127

Chapter 1: Guilds ...................... 15 Winterhold ...................................41 Nereids ........................................ 99 Rabbit .................................................. 127

Memberships and Ranks....................... 15 Adventures in Winterhold..................... 41 Leimenid................................................99 Sabre Cat ............................................. 128

Guild Influence......................................15 Chapter 3: Treasures................. 43 Reachfolk.................................... 101 Shellbug............................................... 128

Antiquarian Circle ........................16 Magic Item Descriptions.......................43 Briarheart Elk-Eye................................ 101 Tusked Bristleback .............................. 128

Antiquarians in Your Game................... 16 Artifacts......................................... 56 Briarheart Wildling ............................. 101 Snow Whale ........................................ 129

Antiquarian Characters.........................16 Chapter 4: Friends and Foes...... 69 Forsworn ............................................. 104 Snow Wolf ........................................... 129

Antiquarian Allies..................................17 Stat Blocks by Creature Type ................69 Reach Witch ........................................ 104 Vale Saber Cat ..................................... 130

Antiquarian Quests ...............................17 Ash Guardian................................. 70 Vateshran ............................................ 105 Vale Deer ............................................. 130

Bards College ................................18 Ash Spawn..................................... 70 Witchblade .......................................... 105 Venomspit Spider ................................ 131
Bards College in Your Game................. 18 Burnt Spriggan ...............................71 Goblin-Ken ..................................106 Non-Player Characters ...............132
Bards College Characters ......................18 Chaurus ....................................... 72 Riekling ............................................... 106 Alchemist ............................................ 132

Bards College Allies ...............................19 Chaurus Hunter ....................................72 Riekling Chief ...................................... 106 Alik’r Warrior ...................................... 133

Bards College Quests.............................20 Chaurus Reaper.....................................73 Riekling Rider ...................................... 106 College Acolyte.................................... 133

The College of Winterhold............21 Chaurus Hatchling................................73 Riekr .................................................... 107 Companion Circle Initiate .................. 134

College of Winterhold in Your Game .... 21 Dragon Priest ................................ 74 Riekr Chieftain .................................... 107 Dawnguard Hunter ............................. 135

College of Winterhold Characters ........ 21 Draugr ......................................... 76 Riekr Wildmage................................... 107 Dawnguard Scout ............................... 136

College of Winterhold Allies .................22 Draugr Death Overlord .........................77 Troll ............................................109 Dragonborn ......................................... 136

College of Winterhold Quests ...............23 Draugr Scourge .....................................78 Armored Troll ...................................... 109 Greybeard............................................ 138

The Companions.......................... 24 Draugulf ................................................79 Frost Troll ............................................ 110 Jarl ....................................................... 138

Companions in Your Game ...................24 Hulking Draugr .....................................79 Grahl.................................................... 110 Psijic Monk.......................................... 138

Companion Characters .........................24 Dwemer Animunculi ................... 80 Udyrfrykte ............................................111 Skald.................................................... 138

Companion Allies ..................................25 Dwarven Arquebus................................80 Sovngarde Hero............................ 112 Stormcloak Snow-Hammer ................ 141

Companions Quests ..............................25 Dwarven Ballista ...................................80 Stone Husk .......................................... 113 Stormcloak Stormblade ...................... 142

The Dawnguard ........................... 26 Dwarven Centurion...............................80 Vampire ...................................... 114 Thalmor Agent .................................... 143

Dawnguard in Your Game.....................26 Dwarven Colossus.................................80 Bloodknight......................................... 115 Thalmor Justiciar ................................ 143

Dawnguard Characters .........................27 Dwarven Sphere ....................................83 Blood Scion ......................................... 116 Thalmor Soldier................................... 143

Dawnguard Allies ..................................27 Dwarven Sentry.....................................83 Death Hound....................................... 117 Vigilant ................................................ 145

Dawnguard Quests................................28 Dwarven Spider.....................................84 Nighthollow Vampire.......................... 117

The Vigilants of Stendarr ............. 29 Falmer ......................................... 85 Vampiric Bear...................................... 119

The Vigilants in Your Game...................29 Falmer Chitin Whisperer.......................85 Vampiric Sabre Cat.............................. 119
INTRODUCTION

helpful for visiting the province of Skyrim. If it is your


ABOUT THIS BOOK first time delving into these lands, this book will

R
eturning from a successful hunt, a towering provide enough content to aid your imagination in
giant begins kindling the unlit fireplace found creating a rich narrative based on the location. And if
in his rudimentary camp under a rocky you are returning to Skyrim yet again, it’ll help you
outcrop, a safe haven shielding his shivering relive past experiences once more.
body from the ferocious winds blowing down from the
mountains. The growling of his stomach—which has Shadows over Skyrim is primarily focused on aiding
become all too familiar—soon to be quieted by a freshly- the Game Master build a believable version of Skyrim,
cut sabre cat, accompanied with foul-smelling curdled and will provide options that are likely to function well
cheese derived from his trusty mammoth companion. As in any setting involving the northern province, be it
the fire flares up, the giant takes a moment to rest and any of the time periods found within the series, or
admire the mountainous landscape dotted by seemingly beyond. These pages do not contain options for
endless snow-capped fir trees, and a rugged stone abode players, instead focusing on utilizing Skyrim as a
off in the distance, its hardy Nord inhabitants toiling the backdrop for stories to be had at a roleplaying game.
soil, hoping the harvest will be enough to last them Chapter 1 includes a list of the guilds found within
through another winter in the rough region of Skyrim. Skyrim, complete with descriptions, notable
Known as the northernmost province of Tamriel, characters, tips for using them in your game, perks of
Skyrim is one of the most deeply explored regions in being a member, quests, and other options to aid the
the history of the franchise, with it holding the most Game Master with roleplaying guilds effectively.
amount of features or mentions in The Elder Scrolls Chapter 2 hosts a wealth of information about the
video games out of all of the provinces in Tamriel. It is different holds of Skyrim, complete with quests to
no surprise then, that this region would eventually be guide your party towards new adventures in Skyrim.
further examined in its own installment of the video
game series, which came to be the massive success Chapter 3 comes with a variety of items, old and
known as The Elder Scrolls V: Skyrim. A video game new, related to Skyrim and beyond. You’re likely to find
which, to many people, served as an introduction not an object your players would love to have in their
only to the fantastical titular region, but the entirety of hands, or an interesting artifact might help you come
The Elder Scrolls. And, at the time of writing, is up with a quest for your party to obtain it. Be creative!
celebrating its 10th year anniversary. Chapter 4 is the largest chapter in the book,
As one of the most beloved areas of the series, it is no including an enormous quantity of monsters and NPCs
surprise the Unofficial Elder Scrolls Tabletop Role- to populate the adventures to be had within the
Playing Game community was excited to return to this region. Includes plenty of returning fan favorites.
region (yet again), uniting and putting together ideas
to translate the rugged, cold and unforgiving nation USING THIS BOOK
into the system; thus came the creation of this book, Inside these pages you will find many references to
Shadows over Skyrim, as our own special way of various mechanics. Color and style is used to
celebrating the 10th year anniversary and the countless differentiate, as shown in the following key:
stories the fifth installment has brought us. While Italics: Spell found in the 5e Core Rules.
most of the content found within these pages was
Red Italics: New spell found in Legionnaire’s Guide to
written by a vast array of people with different
Cyrodiil.
backgrounds and with distinct ways to play their
Bold: Stat block found in the 5e Core Rules.
roleplaying games, it has been carefully curated and
reviewed by the UESTRPG team, in order to truly reflect Blue Bold: Stat block found in Chapter 4 of this book.
the sheer magnitude, and stunning mysteries of the Purple Bold: Stat block found in other UESTRPG books.
region we all know and love, Skyrim. Red Text: New conditions found in the Legionnaire’s
Guide to Cyrodiil book.
This book provides you with a myriad of options

4 S H A D O W S OV E R S K Y R I M
WELCOME TO SKYRIM 5
During the late Merethic era, the Atmorans, an
WELCOME TO THE ancient race of Men, would land at the northern coast
FROZEN NORTH of Skyrim in an colonizing effort led by the Atmoran
warrior Ysgramor, founding the city of Saarthal.
“Skyrim is now host to giant, flying lizards and two-legged Though for a time there was relative peace between
cat-men... and you're surprised by me? Yes. I just talked. the Snow Elves and the Atmoran, this uneasy
agreement would not last long as rising tensions
And am continuing to do so.”
would eventually conclude in The Night of Tears; an
―Barbas, the talking dog assault on Saarthal led by the Snow Elves which would

N
end up with the eradication off the majority of
orth of the beating heart of Tamriel, east of
Atmorans living in the city at the time.
the great stone castles, west of the ashen
lands, south of the ghostly sea. This is the
location of the hearth of men, Skyrim. As the
northernmost province in Tamriel, the geographical
FIRST EMPIRE OF MEN
location of Skyrim’s landmass is the cause for its After The Night of Tears, a surviving Ysgramor returned
inclement cold weather, deep snows, floating glaciers, with the legendary war band of warriors who would
low foliage, towering pines, and mountainous eventually come to be known as The Five Hundred
landscapes, all of which have fostered a culture ―and Companions, retaking the city of Saarthal and claiming
biological tendency― that highly prizes strength, much of the northern province’s territory for
hardiness, and enhances competition, allowing large, themselves at alarming speeds, thus obtaining a much
bulky and savage creatures to thrive in this greatly firmer hold of the northern province, which allowed
hostile environment. The men that call this land home the colonizers to become fully separate from the
are the Nords, which tend to be strong, proud, and continent of Atmora, and to establish The First Empire
stubborn. In their great immaculate halls they reign of the Nords, leaving the Snow Elves to escape into the
over small cities as honorable jarls, awaiting any depths of the undergrounds with their dwemer
challenge that may lay before them. brethren, forming a one-sided pact that would
eventually seal their fate.
An altercation with the known as The Dragon Wars
THE REIGN OF SNOW would cause many deaths, but gave the Nords access
The province of Skyrim has always had a harsh to the Thu’um, also known as the Voice, a gift which
climate that can be difficult to withstand. However, allowed mankind to triumph over their draconic
this is little deterrent for the numerous settlers that oppressors, and gave them a noticeable edge in
have laid claim to the bitter north-lands. Long before combat when compared to the rest of the creatures in
the first era, the frozen wastes served as the Tamriel.
foundation of a wealthy and prosperous society,
Now with an established control of the northern
inhabited by proud creatures known as snow elves, an
province, the Nords would begin expanding their
ancient race of Mer that has nearly entirely
influence to the neighboring regions of High Rock,
disappeared in more recent eras, becoming the savage
Morrowind, the Nibenay Valley, as well as a handful of
creatures now called the Falmer.
Dwemer City-Sates, in a series of military and political

6 S H A D O W S OV E R S K Y R I M
movements that would be known as The Skyrim The east on the other hand, had an army of
Conquests, which put great political and military unwelcome visitors land on the shores east of
power square in the hands of the northern province. Windhelm just by the White River. With killing intent,
the Kamal people from Akaviri quickly overtook the
However, this hard-earned influence quickly
areas of eastern Skyrim, and made quick work of the
succumbed after the death of High King Borgas, who
rulers at the time, Queen Mabjaam and her heir,
was killed during a Wild Hunt, and whose death
Nurnhilde.
sparked the War of Succession, causing Skyrim’s newly-
held positions to crumble under opposition, or internal
strife. THE EBONHEART PACT
This invasion caused the youngest son of Queen
CIVIL WAR Mabjaam, a Nord nobleman named Jorunn, to create
the Ebonheart Pact, a military alliance between Skyrim,
Officially called the War of Succession, this period
Morrowind and Black Marsh, in order to avenge his
began once the Moot failed to appoint a worthy
family and retake his rightful inheritance.
successor, a civil war sparked, dividing skyrim straight
down the middle into two sides: the Western Holds, King Jorunn gathered a sizeable army of Nords from
and the Old Holds. eastern Skyrim, and with the help of the Dunmer, the
Argonians, and—using the assistance of the
The mayhem caused by this war had the
Greybeards—the spirit of Wulfharth itself, to combat
consequence of Skyrim’s politics switching entirely to
the Akaviri threat, successfully repelling it away from
the locality, and due to the lessened focus on
the northern shores of Tamriel, never to be seen in the
maintaining their external holdings, a sizable amount
area again.
of land was permanently removed from the province’s
sphere of influence. The Ebonheart Pact however, stood for a long time,
as the factions involved in it established the Great
It wasn’t until 1E 420, over fifty years later, that the
Moot, which would function as the governmental body
war would come to an end, with the Pact of the
and authority for all decisions regarding the pact. This
Chieftains and the crowning of Olaf One-Eye as High
Moot would be of great help following the Alliance
King, whom was responsible for conquering the Reach
War, occuring eight years after the Akaviri invasion,
and expanding Skyrim’s territory once more. However,
that would see the involvement of the three mayor
this would not be the last time that Skyrim saw itself
factions in Tamriel at the moment: The Ebonheart Pact,
split into two opposing sides.
the Fist Aldmeri Dominion and the Daggerfall
Covenant.
THE INTERREGNUM
The end of the first era had King Wulfharth establish REUNIFICATION
the Nordic pantheon as the main religion in the
It is unknown when exactly the province of Skyrim had
province, drive the Direnni Hegemony (an early elven
both sides be mended and risen once again as a single
kingdom), out of northerner territory, and wage war
nation. However, it is speculated that the reunification
against the Orcs. After this tumultuous period, much
occurred when Tiber Septim, also known as General
of Skyrim remained relatively uneventful. That is, until
Talos, led his army against the combined forces of High
High Queen Freydis was chosen to be ruler.
Rock and Skyrim in the battle of Sancre Tor.
The Jarl of Solitude, Svartr, claimed that Freydis was
Rumors say that during this battle, Talos made use of
an illegitimate child of the past High King, and thus he
the thu’um, causing the Nords to be taken off guard by
decided to host a partial moot, which concluded that
his innate ability with the Voice, which in Nordic
Svartr would be High King in the west, whereas Freydis
tradition confirms that Talos carried the blood of the
would be High Queen in the east.
Dragon and thus was heir to the Empires of Men, and
Both of these kingdoms would prove to be difficult to thus, the Nords joined the General’s campaign to unite
handle, with no faction being at a clear advantage over Cyrodiil, and possibly, Skyrim as well.
the other. Svartr’s rulership was sabotaged by the fall
of Orsinium, which caused endless waves of orcs to
flood into western Skyrim—situation that was
advantageous for the Reachfolk, who took the
opportunity to take control of the Eastern Reach,
leaving the west with less territory.

WELCOME TO SKYRIM 7
WAR OF THE RED DIAMOND LIFE IN SKYRIM
Skyrim would be once again plunged into Chaos during Though possessing lush regions of farmland in the
the third era, with the rise of the Wolf Queen, also southern areas, the majority of Skyrim being
known as Princess Potema, whose actions would cause constantly subjected to harsh climates makes life in
her son, Uriel Septim III, to rise as Emperor after a the province a tough one. Cold nights, dangerous
successful attack on the Imperial City, triggering the wildlife and an aggressive way of life can take their toll
War of the Red Diamond, ending six years later with on even the hardiest of characters, thus it’s no surprise
the Siege of Solitude. However, the Wolf Queen refused that the Nords tend to have a harsh demeanor, and a
to admit defeat until she was finally slain 10 years after tendency to be physically strong and reject more
the end of the war. intellectual practices. Most people you come across in
Skyrim will have a dagger hanging on their belts.

THE RED YEAR The province’s geographical location sits it in the


middle of a valley, entirely surrounded by mountains in
During the Oblivion Crisis, the province of Skyrim the southern end, and freezing cold water and glaciers
remained relatively safe; though many Oblivion Gates in the north. Thus, trade in the region is scarce,
were opened in the region—as with the rest of dismissing the southern holds, as most caravans and
Tamriel—it can be assumed that the hardiness of the trade routes prefer to go through Cyrodiil, however,
northern dwellers was enough to withstand the the unique climate and fauna that are scattered in
onslaught of Daedra. Skyrim provide an interesting source of materials
Only five years after these events however, the Red which can’t be easily found anywhere else and can be
Mountain erupted in Morrowind, causing a large considered essential for certain crafts.
quantity of Dunmer to migrate into the neighboring
regions. The High King of Skyrim at the time, decided
to provide the island of Solstheim as a refuge for these
FOOD AND LODGING
damnified individuals, eventually establishing the area While essential for survival in any location, food and
as a monument to reminisce of the hardships the lodging have a special connotation in Skyrim: lodging
Morrowind dwellers had to face. provides shelter from the especially deadly elements of
the region, whereas food give warmth and enhances
growth.
CIVIL WAR AND DRAGON CRISIS There are many inns scattered throughout the major
Skyrim would see itself split once again in the fourth and minor settlements of the province, with most of
er, when an incident regarding Markarth caused the them offering these two basic needs. However,
Empire to allow the free worship of Talos in Skyrim, luxurious treatments are not common in these areas,
and thus momentarily breaking the contract and some taverns have beds that are literally made of
established with the Third Aldmeri Dominion in the stone, thus expect modest accommodations at best.
White-Gold Concordat, an act which greatly angered
the altmer union.
Common Skyrim Commodities
The Empire was given a choice: arrest Ulfric
Stormcloak, the man who helped solve the Markarth Item Cost
incident in exchange for free Talos worship, or face the Braided Bread 2 Septims
consequences—a decision that the Empire accepted.
Salmon Meat 3 Septims
This greatly angered Ulfric, who after these events,
Mead with Juniper Berry 5 Septims
founded the faction known as Stormcloaks, and
challenged the High King of Skyrim to a duel, winning Horker and Ash Yam 9 Septims
via assitance of the thu’um and causing great turmoil Stew
in the region. This sparked another civil war within Mammoth Snout 6 Septims
Skyrim, with the Stormcloaks wanting to have a
Skyrim free of Altmer and Imperial rule, focused solely Renting a Room 10 Septims
on the Nords, and the Empire trying its best to quell Black-Briar Mead 25 Septims
this sentiment.
Chaurus Pie 10 Septims
However, not much progress would be done in either
Eidar Cheese Wheel 13 Septims
side, as in just a couple of years a major event would
unfold in the northern region: the return of the Petting a chub loon Priceless
dragons.

8 S H A D O W S OV E R S K Y R I M
ENVIRONMENTAL Suffocation
HAZARDS Rules for suffocation appear in the Basic Rules but
are repeated here for your convenience.
Skyrim is a harsh and unforgiving land. Spending time
within its barren tundra leaves little to wonder how A creature can hold its breath for a number of
the Nords of the land have become hardy in order to minutes equal to 1 + its Endurance modifier
survive such environmental hazards. Below are a (minimum of 30 seconds).
number of hazards adventurers will come across as
When a creature runs out of breath or is choking, it
they traverse the rugged northern lands of ice and can survive for a number of rounds equal to its
snow. Endurance modifier (minimum of 1 round). At the
start of its next turn, it drops to 0 hit points and is
dying, and it can't regain hit points or be stabilized
NORTHERN SKYRIM until it can breathe again.

A solemn and desolate snowscape with few who dare For example, a creature with an Endurance of 14
brave its icy and mountainous land, many of the can hold its breath for 3 minutes. If it starts
hazards faced in northern skyrim consist of its freezing suffocating, it has 2 rounds to reach air before it
drops to 0 hit points.
cold, devastating storms, and the fragility of its
precarious setting. Those who cross this region do so
at their own risk. BELOW FREEZING COLD
Temperatures below -40 degrees Fahrenheit are
considerably deadly for humanoids, even to those who
AVALANCHE
have resistance to cold damage. A creature with cold
Avalanches are counted as one of the gravest threats
resistance or wearing heavy winter clothing no longer
any group of adventures could encounter. Once begun,
automatically succeeds its saving throw against the
an avalanche increases in size, typically in a conical
cold each hour. A humanoid that doesn’t have
manner, getting wider every moment, and with it,
resistance to cold, regardless of its apparel, begins to
multiplying its force over the length of its run. An
suffer from frostbite if it fails its Endurance saving
avalanche will typically see a width of 500 feet, length
throws (see the ‘Frostbite’ environmental hazard
of 250 feet, and a slab thickness of 1.5 feet. Any
below).
creature caught in an avalanche must roll for initiative.
At initiative count 20, the avalanche moves 100 feet BLIZZARD
downward, and any creature caught in its wake is Blizzards are considerably dangerous winter storms
knocked off its feet, and begins to tumble along with that rage along the northern half of Skyrim. A blizzard
the avalanche. It must succeed on a DC 16 Strength can reduce visibility down to one quarter of a mile or
saving throw or it takes 3d6 bludgeoning damage. On less, can have wind speeds greater than 35 miles per
its turn, a creature has a movement speed of 0, and the hour, it can produce 2-6 inches of snow, can last
only action it can take is to attempt to shield itself upwards of three or more hours, and can stretch for
from harm, or attempt to pull itself out of harm’s way. hundreds, if not thousands, of miles long. Whenever
Such an action may include casting a spell, or staking a the characters are caught in one, the following rules
spear into the ground and holding fast against the apply until it ends:
impending wall of snow and debris. If the creature
attempts to shield itself, it makes its next Strength ◈ Wind speeds of 35 miles per hour or less causes
saving throw with advantage. hearing to be reduced to 100 feet, and all creatures
have disadvantage on Willpower (Perception)
When the avalanche comes to a stop, the snow and checks that rely on hearing. Wind speeds greater
debris settle, and any creature caught in the avalanche than 35 miles per hour deafen creatures and cause
is buried 1d4+1 feet under the snow. A creature that is them to automatically fail Willpower (Perception)
buried is both blinded and restrained while it is checks that rely on hearing.
trapped under the snow. As an action, it can dig itself ◈ Ranged weapons have disadvantage on their attack
out of the snow on a successful Strength check on its rolls at wind speeds of 20 to 35 miles per hour.
turn (DC 13), moving 1 foot upward on a successful Ranged weapon attacks are impossible to make
save. A creature trapped in snow suffocates as a result with wind speeds greater than 35 miles per hour.
of being buried. ◈ Visibility is reduced to 30 feet. Creatures without
proper eye protection, such as goggles, are
subjected to the snow blindness environmental
hazard.
◈ Movement is decreased for those within the
blizzard, as it is considered difficult terrain.

WELCOME TO SKYRIM 9
During a blizzard, you treat the following as an of another being buried cannot aid in this endeavor. If
encounter and all characters involved as having rolled no creature aids in helping a buried creature, it must
initiative. dig itself out, or it will die before the next initiative
count if it requires air to breathe. A GM will treat this
At the beginning of its turn, a creature must succeed
as a special case-by-case situation as the events of this
on either an Agility (Acrobatics) or Strength (Athletics)
encounter plays out.
check against the blizzard’s DC (typically 17) or it’s
walking speed is reduced to 0 and can only use its If a GM wishes to skip this phase’s event, it is
action to hold itself in place against the beating winds suggested to repeat one of the prior rounds for phase
until the end of its next turn. Choosing not to stand 6.
their ground as an action, or rolling a 1 on their check,
causes the creature to be blown away 4d10 feet FALLING ICICLES
backwards, taking 1d12 bludgeoning damage per 10 feet A frequent issue that any ice cave exploring
of tumbling. A flying creature that fails this save is adventurers may come across, icicles are formed by
blown back 4d10 feet, and drops 5 feet per 10 feet of water dripping downward from cave walls. These
being blown back. The flying creature also takes 2d6 icicles are much like frozen spears that are merely
bludgeoning damage per 10 feet of forced movement waiting to be disturbed enough to fall on any
due to battering and buffeting from the intense winds. unsuspecting creatures below. Disturbances such as
Additionally, at the start of a creature’s turn, if it lacks seismic activity, thunderous sound, or explosions can
immunity to cold damage, it must succeed on an cause icicles to break off and fall. A creature directly
Endurance saving throw (DC 10) or gain a degree of below icicles must make a DC 15 Agility saving throw,
frostbite (see the ‘Frostbite’ environmental hazard taking 22 (4d10) piercing damage on a failed save, or
below). half as much damage on a successful one.

Each phase listed below occurs during the duration FREEZING RAIN
of the blizzard, with each phase lasting 10 minutes: Rain that coats the land in a sheet of ice, this weather
◈ Phase 1: Wind speeds pick up to 35 miles an hour, phenomena is a particular hazard for those traversing
visibility is reduced to 30 feet, the temperature barren flatland. While freezing rain persists, the area
drops to -40 degrees Fahrenheit. under its storm cloud is considered difficult terrain.
◈ Phase 2: Hail pelts the area below the storm. Each Creatures exposed to this weather, regardless of
creature must make a DC 17 Agility saving throw, apparel, must make an Endurance saving throw each
taking 4d12 bludgeoning damage on a failure, or minute in the freezing rain, taking 2d10 cold damage
half as much on a success. on a failed save, or half as much on a success. A
◈ Phase 3: Ice, debris, and rocks are kicked up from soaking wet creature does not gain any benefits to
the ground. Each creature must make a DC 17 saving throws made to ward off extreme cold from its
Agility saving throw, taking 5d8 slashing damage, apparel or winter gear.
or half as much on a success. While out on the open sea, freezing rain hits the
◈ Phase 4: The winds pick up, causing all creatures surface of a ship as a liquid, but then freezes shortly
within the area of the blizzard to become deafened upon impact. The resulting ice increases the mass of a
while the storm persists. ship by 5 pounds per square foot, per one inch layer of
◈ Phase 5: A freezing blast of wind whips across the ice. A heavy downpour can cause a third of an inch per
area. Each creature within the area must make a hour, thus three hours of heavy freezing rain if left
DC 15 Endurance saving throw, taking 6d6 cold untreated can leave a layer of 1 inch on a ship. To
damage on a failure, or half as much on a success. calculate the increased weight, take the ship’s area
◈ Phase 6: Mounding snow piles up, potentially (length times width), and multiply this square footage
blanketing those under the blizzard. Each creature by 5 to determine the weight of the ice in terms of
must succeed on a Strength saving throw (DC 13) pounds. Add this number to its original cargo weight.
or be buried under a 6-inch layer of snow. A If the new cargo weight total exceeds its capacity as
creature that is buried under the snow begins to listed in its stat block, it cannot move until the ice is
suffocate, is blinded, and is restrained. On its turn, removed, and may even begin to take on water or
it can use its action to repeat this Strength saving capsize.
throw to dig itself out of the snow.
While buried, the creature must make additional
FOG
Strength checks before the initiative count moves
Fog typically comes in two forms: lightly obscuring and
forward to free itself or die. The initiative count can be
heavily obscuring, as it appears in the Basic Rules. A
broken to allow the creature’s companions to attempt
creature with darkvision gains limited to no benefits of
to aid it, while adhering to its relative distance and
that trait while within obscuring fog.
knowledge of the situation. A creature that is unaware

10 S H A D O W S OV E R S K Y R I M
FROSTBITE GLACIER CREVASSE
A common threat to any creature that isn’t resistant, Traversing across ice shelves and glaciers is a
immune, or otherwise naturally acclimated to extreme precarious danger. Crevasses are massive cracks within
colds below freezing, frostbite is a debilitating ailment ice that can appear almost in a moment. They often
that damages a creature’s appendages. When a span 150 feet deep, typically over 65 feet long, and are
creature is subjected to frostbite, the GM rolls a d4 on as wide across as 10 feet.
the Frostbite Effects table below. The limb suffers a
A crevasse can form as the result of significant
degree of frostbite for each failed saving throw. Rolling
seismic and tectonic activity, or from intense stress
the same number over the course of traveling causes
applied to its surface, such as taking a forceful impact
the degree to worsen, up to 3rd degree. Once it has
from a spell or explosion, for instance, a fireball or a
reached 3rd degree on a particular limb, reroll the die
thunderwave spell.
to gain a different resulting outcome of the table
below. The results on the table compound with one If a creature is directly above a crevasse when it
another, such as if a creature had gained a 2nd degree forms, the creature must make an Agility saving throw
frostbite in one hand and 1st degree in the other. Any (DC 15) or lose its footing before starting to fall into
resulting Strength checks would be made with a the crevasse. A creature that makes this save leaps out
penalty of a -3 to the roll. A GM can rule that a of harm’s way and is safe from any further issue. A
creature with 3rd degree frostbite in one of its feet creature that fails this save slips into the crevasse, and
causes the creature’s walking speed to be reduced by can use a reaction to attempt to grab hold of the edge
half. of the crevasse. A creature must make either an Agility
(Acrobatics) or Strength (Athletics) check (DC 15). If the
A creature recovers from any 1st degree of frostbite
creature has a pointed or sharp tool in hand, such as a
once it finishes a short or a long rest. A creature
pickaxe or dagger, it makes this check with advantage.
recovers from any 2nd degree of frostbite after a full
On a success, the creature grabs hold of the edge. On a
week. 3rd degree frostbite, however, remains with a
failed check, the creature falls into the crevasse.
creature unless it is targeted by a greater restoration or
regenerate spell, or a similar rejuvenating magic.
HAIL
Hardened balls of ice that range in size from a few
GALE FORCE WINDS centimeters thick to several inches thick, hail can pelt
Lashing winds ravage the snow swept north of Skyrim.
the surface below a storm cloud with dangerous
Such winds across the snowy barren tundra can
destruction. Much like the grapeshot of a cannon, a
lacerate or flay those who are caught unprepared.
single pellet may not cause much harm, but tens of
Wind speeds pick up to 55–60 miles per hour, making
thousands will. A creature caught exposed under a
ranged weapon attack impossible, and flying creatures
freezing cold storm cloud runs the risk of being
are knocked prone and fall until grounded. Mists and
subjected to the danger of icy hail, and for every
clouds disperse in the area, and a creature subjected to
minute that it is exposed to the elements of the storm,
the winds must succeed on a Strength saving throw at
it must make a DC 13 Agility saving throw, taking 2d12
the start of each of its turns (DC 17) or it is knocked
bludgeoning damage on a failure, or half as much on a
prone and tumbles 1d10 feet back, taking 1d8
success.
bludgeoning damage in the process. The area that the
winds sweep over is considered difficult terrain.

Frostbite Effects
st
d4 Limbs 1 Degree 2nd Degree 3rd Degree
1 Left hand –1 to all Strength checks and –2 to all Strength checks and –3 to all Strength checks and
saving throws saving throws saving throws
2 Right hand –1 to all Strength checks and –2 to all Strength checks and –3 to all Strength checks and
saving throws saving throws saving throws
3 Left foot –1 to all Agility checks and –2 to all Agility checks and –3 to all Agility checks and
saving throws saving throws saving throws

4 Right foot –1 to all Agility checks and –2 to all Agility checks and –3 to all Agility checks and
saving throws saving throws saving throws

WELCOME TO SKYRIM 11
ICEBERG SOUTHERN SKYRIM
A common sight in the Sea of Ghosts in the northern
shores of Skyrim, icebergs have claimed countless Unlike its northern areas, southern Skyrim is
longboats and ships that have tried to travel the frigid considerably more ‘hospitable’ in terms of relative
waters of the north. An iceberg’s size is typically 90% temperament. While the south is often seen as the
submerged in water. Many icebergs average about farming and agricultural hub of the province, some of
1,000–1,600 feet in diameter, although they can reach its least favorable weathers and common hazards are
upwards to over 3,000 feet in diameter, with over 100 listed below.
feet of freeboard (the visible section of the iceberg
above the surface of the water) Navigating around ACID RAIN
icebergs is a dangerous endeavor even for the most Due to the caustic exposure of the hot springs and acid
seasoned sailors. Should a ship run aground against an pools in southern Skyrim, occasional bouts of acid rain
iceberg or cause a collision with an iceberg, the ship as a natural downpour fall across the land. Every
must make a DC 15 Agility saving throw, taking 25 minute an exposed creature is under a storm cloud
bludgeoning damage multiplied by the travel speed in that produces acid rain, it must succeed on an Agility
miles per hour on a failed save, or half as much saving throw (DC 15) or it takes 1d4 acid damage.
damage on a success. On a roll of a 1 on the die for the
saving throw, roll a d20. On a result of 1 or 2, the ship DROUGHT & FAMINE
capsizes as a result of the collision. Droughts are near inhospitable periods of extended
time in which lower than average precipitation can
SNOW BLINDNESS ravage a land’s agricultural, and freshwater supplies.
A debilitating ailment that’s common during the Droughts can lead to famines, wherein food scarcity
daytime hours on the tundra or during blizzards, snow increases to a dangerous rate. During a drought or
blindness is one of the many issues traversing the famine, rations become difficult to come by and their
arctic landscapes of northern Skyrim. During travel in a cost multiply. A non-drought, non-famine ration
snowy environment and during the daylight hours, typically costs 1 Septim per day per creature. This cost
when a creature fails an Endurance saving throw increases by a factor of the severity of the drought or
against extreme cold and gains at least one level of famine.
exhaustion, roll a d20. On a result of 1–10 the creature
gains snow blindness as a result of this exhaustion. HEATWAVE
This causes the creature to be blinded until all levels of A heatwave is a period of extended heat, typically only
exhaustion are removed, or it is targeted by a lesser seen infrequently in southern Skyrim, but could come
restoration spell or similar magic. as a result of an increasing presence of ash storms
within the region. A uncommon heatwave in northern
Additionally, extreme blizzards can cause temporary
Skyrim can cause drastic melting of permafrost and
snow blindness. Each time a creature fails an
could result in flooding. Heatwaves, while dangerous
Endurance saving throw in a blizzard, roll a d20. On a
for their own right for those traveling the land, can
result of 1 or 2, it gains snow blindness. This snow
also act as a precursor for droughts and famines.
blindness lasts until the creature takes a short or long
rest out of the elements, or is targeted by a lesser
restoration spell, or similar magic. GEYSER
Typical of the hot springs in the valleys of southern
Skyrim, a geyser is a sudden, abrupt release of scalding
WHITEOUT hot water that shoots from the ground upward into
Whiteouts are heavily obscuring, dense, low clouds
the air and sprays a mist down around it. Geysers
and fog that sweeps the land. Creatures within a
erupt intermittently, sometimes like clockwork. A
whiteout lose all sense of perception for contrast
creature standing above a geyser when it erupts
between land and sky. During a whiteout, the celestial
(typically in a 5-foot radius, 20-foot-high cylinder) must
guides above (the sun, moons, and stars) are
succeed on a DC 17 Agility saving throw or it is lifted
indistinguishable and can not be utilized for guidance
up into the air as a result of the force of the eruption,
or direction. Whiteouts typically occur across the snow
taking 4d12 fire damage as the scalding heat from the
barren tundras of the north or along mountainsides.
water burns. A creature that is Large or smaller is lifted
up 20 feet into the air momentarily before falling. A
ADDITIONAL HAZARDS Huge or larger creature is not lifted into the air.
Rules for extreme cold, frigid water, and high altitude
appear in the 5e Core Rules.

12 S H A D O W S OV E R S K Y R I M
OTHER PHENOMENA
Across Skyrim other naturally occurring phenomena
can stir up from time to time. These phenomena are
listed below.

ASH STORMS
Found primarily in the southernmost regions of Skyrim
and Solstheim, ash storms are common within the
barren Hirstaang Forest since the Red Year in the 4th
Era. Ash storms cause the area to become lightly
obscured, or in extreme cases, heavily obscured. While
a creature is exposed to the ash storm, it must succeed
on an Endurance saving throw (DC 8) each minute or
gain one level of exhaustion. A cloth, wrap, or similar
face covering grants the creature advantage on this
save. A creature that reaches its 6th level of exhaustion
due to exposure to an ash storm does not immediately
die, but instead begins to suffocate.

BOREALIS
On still and clear nights in Skyrim, the sky can often be
seen to be filled with colorful strips of light known as
borealis, sometimes referred to as auroras. These
celestial lights twinkle and dance above and can bathe
the land below in dim light instead of darkness.

WELCOME TO SKYRIM 13
14 S H A D O W S OV E R S K Y R I M
CHAPTER 1: GUILDS

E
ver since the dawn of time, most creatures in accommodate the organizations offered here, or doing
Tamriel have sought to gather in communities it in an entirely new way that’s unique to the table.
with shared goals, which take shape in the form
However, all characters should feel free to join
of villages, cities, or guilds. Skyrim’s history with
whichever faction they wish, as rivalry between most
guilds is a long and complicated one, as some of these
of these factions is near null, so overlap between them
organizations claim to exist ever since before the
is not unheard of.
province itself was founded, when it was still known as
Mereth, long before the first era.

In the following chapter, you will find a compendium


GUILD INFLUENCE
of information for the most widely-known guilds that Unlike the Gold Coast, the guilds found within Skyrim
reside in Skyrim, each one equipped with handful have lessened impact in their politics, economy, and
information meant to provide easy inclusion into other grand-scale factors of importance for the nation,
virtually any campaign and story set in the northern as for the most part, they seem focused on their own
province. In the following pages you can find: personal development, and that of their members.
◈ A group of historians and treasure hunters, the Though respected, the guilds in Skyrim don’t hold
Antiquarian Circle many members, as the people of the north often have
◈ An institution for poets and performers, the Bards more than enough problems to deal with in their day-
College to-day to worry about upholding the responsibilities
◈ An independent academy of magic, the College of that come with membership of one of these guilds.
Winterhold However, for those with time to spare and who are
◈ A band of hardy fighters with a sense of honor, the willing to put in effort, these organizations can prove
Companions to be hospitable and pleasant experiences.
◈ A martially-focused company of vampire hunters,
Characters that are part of a faction are rarely treated
the Dawnguard
differently by people not within the same organization,
◈ A daedra-exterminating coterie of religious zealots,
even if they make their affiliation known, the reaction
the Vigilants of Stendarr
received by most commoners is likely to be
Also listed are allies that players may encounter, indifference, or a mild level of excitement or
designed to be readily added to the game on-the-go, annoyance.
minimizing the amount of preparation required to
Guild members on the other hand, are likely to treat
breathe life into the guilds themselves, and populating
other members with some level of respect, and are
their bases of operation with a colorful cast of
likely to give higher priority to a character that belongs
characters, which are able to supply the protagonists
to their guild when asked to provide assistance.
of your story with one of the available quests for each
guild, making sure you can set up an adventure quickly
and easy.

MEMBERSHIPS AND RANKS


The guilds listed in this chapter are meant to be
simplified versions of those shown in Legionnaire’s
Guide to Cyrodiil, and as such, follow different rulings
regarding ranks and memberships. Instead, these are
intended to provide the GM with just enough content
for them to implement these guilds in their game in
their manner of choice, be it adapting the previously
mentioned rules from Legionnaire’s Guide to Cyrodiil to

CHAPTER 1: GUILDS 15
While the Mages Guild is known to forward magical
ANTIQUARIAN services towards the public, the Antiquarian Circle
CIRCLE seeks to do so through knowledge. There are countless
books written to educate the people of Tamriel and the
"We seek the truth above all else. Written histories rarely Circle is also known to act as an advisory organ for
give an honest accounting of the past. So, we go straight local rulers on the subject of history. The Antiquarian
to the source—relics, curios, even ancient bric-a-brac. Circle doesn't necessarily concern itself exclusively
Anything that can teach us more about the myriad with the magical world, contrary to the Mages Guild,
cultures of Tamriel." but seeks to gain insight in scriptures and architecture
―Verita Numida, Antiquarian Circle Member as well.

An independent department within the respected As a member of the Antiquarian Circle, it is your duty
University of Gwylim belongs to Tamriel’s most to preserve the past through wisdom and will. There
organized historians, treasure hunters, and will be many forces that seek to abuse the powers that
loremasters. This branch of researchers call themselves reside within the various caves and ruins of Tamriel,
the Antiquarian Circle and can be found all over but the Circle upholds the task of safekeeping such
Tamriel, both unearthing and learning to understand power. Sometimes, the claim on potential excavation
the past. The Antiquarians value neutrality and wish sites is challenged by authorities, but that shouldn't
for little more than to conduct their fieldwork in hold back the pursuit of scholarly traditions. Many
peace, staying far from political conflict. dangers lurk between you and your next discovery, but
your findings are set to educate others for generations
Anywhere tombs, crypts, and ruins can be found, the to come.
Antiquarian Circle is likely to be found as well. They
stake their claims in whatever historical sites they
deem interesting enough to explore. The more ANTIQUARIAN CHARACTERS
adventurous among the Antiquarians are usually the
first to delve through the dangerous dungeons, sealed A character that wishes to join the Antiquarian Circle is
by time, to secure their forsaken halls. Afterwards, the expected to be erudite and have passion for the past.
way is made clear for other archaeologists and Anyone who is studious and seeks to uncover the
excavators to locate and learn from whatever relics mysteries of the Mundus might be a good fit for the
were lost within. Their main goal is straightforward: to Circle. Not only does the Circle benefit from
conserve and to study. researchers, but also from those who are willing to put
themselves in harm’s way for the sake of discovery.
The Antiquarians won’t allow for just anyone to join Mercenaries are often invited on expeditions to offer
their ranks, especially considering the years of study protection to those who are unable to defend
required to further the conservation of historical themselves. Scholars and treasure hunters will find the
scripts and artifacts. While the intricate aspects of this Antiquarian Circle to be a powerful and resourceful
line of work might not be suited for everyone, ally, allowing for the tools necessary to better
adventurers and mercenaries are always in high understand the magical and material history.
demand. The Antiquarians prefer a diverse base of
associates to nurture a wide array of perspectives on ANTIQUARIAN PERKS
history. While their main hub is located at the Gwylim As a member of the Antiquarian Circle, you gain the
University, multiple chapters can be found throughout following perks.
the Tamrielic provinces. More recent reports on the
Antiquarian Circle describe a decrease in central Equipment. Each member of the Antiquarian Circle
coordination, allowing parts of the Circle to manifest has their own excavation set dedicated to unearthing
within local governments, guilds, or independently. buried treasure, complete with a shovel, firm brush,
linen wrappings, charcoal, etc. Additionally, you have a
set of hooded robes bearing the emblem of the
ANTIQUARIANS IN YOUR GAME Antiquarian Circle, a lorebook of your choice and a
padded bag for safely transporting fragile artifacts.
Often associated with excavations and expeditions, the
Antiquarian Circle will, through use of their wide range Food and Lodgings.You can eat and stay at any
of connections, be among the first to set foot within chapter or outpost belonging to the Antiquarian Circle.
newly uncovered dungeons. They seek to conserve and The food and rooms are comparable to modest meals
study newly discovered relics and artifacts, disallowing and inns.
looters from filling their pockets. Through Proficiencies. Each member of the Antiquarian Circle
advertisements, the Circle might call upon the aid of gains proficiency in the History skill, if the character
adventurers to follow up on new leads or to assist on doesn’t already have it.
existing missions.

16 S H A D O W S OV E R S K Y R I M
Services of the Circle. Because of your association
5 Mercenary. Professional and practical. Very
with the Antiquarian Circle, you receive a discount on
much despises the Circle’s habit of endless
any guild service you wish to acquire. Upon displaying
theoretical discussion and wishes to go on an
a token of your membership with the Circle, you can
expedition. An adrenaline junkie that is secretly
also gain access to libraries or sites that would
scared of Ayleid ruins. Deep down, they are
otherwise be off limits.
really fascinated by science.
6 Celebrated Scholar. This individual is very
ANTIQUARIAN ALLIES helpful during research and their word is greatly
respected among the others. They have achieved
Within the Antiquarian Circle, one will find a hierarchy
incredible feats within the Circle and have a
based on accomplishments and scholarly
profound knowledge of a specific field of study.
achievements. There are no written rules on
Will do everything in their power to aid new
leadership, but members tend to greatly respect those
members in preserving history. They may look
who have proven themselves an asset to the Circle.
frail in their wheelchair, but their mind is
Roll or pick from the examples shown on the unmatched.
Antiquarian Allies table, or use them as a guide to
create your own. These could be main contacts that his Thalmor kin. He serves as the chapter’s curator,
hand out missions to the adventuring party, fellow categorizing and displaying the findings of the Circle.
adventurers, or low ranking comrades. He is very apt at recalling historic information and can
roughly identify almost any item directly upon
NOTABLE ALLY inspection. He fears for the long-term survival of the
Curator Gerard is among the oldest members of the Circle as it is and thinks that political forces might
Skyrim chapter of the Antiquarian Circle, located in attempt to corrupt the objective conservation of
Solitude. He is a jovial Altmer with little sympathy for history. Gerard was witness to book burnings by the
Thalmor in order to solidify their power. Divided and
decentralized as the Circle currently is, Gerard is afraid
Antiquarian Allies they will not be able to stand against such despicable
actions. Gerard attempts to utilize his allies to cement
d6 Description
a sustainable partnership between all chapters of the
1 Intern. A new member of the Circle who is Antiquarian Circle, hoping for a strong centralized
looking to prove themselves through great force that is ready to combat the changing world.
effort. Sometimes, they are a little too eager to
Gerard is a very tender-hearted old Mer and wishes
make a career among the other antiquarian’s,
nothing but the best for the younger generations, but
often getting themselves into trouble. This figure
their stubbornness and individualism vex him
will ask anyone for their aid in helping them get
endlessly. Gerard might be able to lash out to those
out of trouble again. Is nervous and shifty.
who fail to respect history and handle relics carelessly,
2 Diplomat. A member who is specialized in but deep down he means well. He has an
interacting with local rulers to get access to new unexplainable appetite for Skyrim’s sweetrolls, hence
dig sites and ruins. Has a lot of experience in the reason why he is stationed here. He seldom talks
social interaction, but knows very little about about his wife, who was executed by the Thalmor.
doing research. This person will come off as Their shared dream was to build a museum.
overconfident but ignorant and is often clueless
about scholarly traditions.
3 Teacher. A condescending educator, apt at
ANTIQUARIAN QUESTS
conveying their extensive knowledge to others. Your work with the Antiquarian Circle revolves around
They are found teaching others about history, locating and securing relics of the past. You are bound
but come off as harsh towards those who to go on expeditions and travel to dangerous places to
disappoint them with their lack of knowledge. discover and research historical artifacts. Any
Quite stern and antisocial at times. discovered artifacts must be brought back to a Circle
4 Curator. Overly enthusiastic and eager at every chapter or outpost in order to be categorized and
new finding to categorize. Knows something studied.
about everything and is extremely motivated to The Antiquarian Quests table provides a few ideas
learn new things. They are enthusiastic about and examples of the type of work you might do for the
members performing well within the Circle. Circle.
Loves to give hugs.

CHAPTER 1: GUILDS 17
Antiquarian Quests BARDS COLLEGE
d6 Description “Never forget, the most important job of any bard is to
1 A Smuggler’s Secret. An old Dunmeri smuggler is entertain. The day you lose your audience is the day you
locked up inside Windhelm prison. If you bring cut your lute strings."
him a bottle of shein, he’ll tell you about his old ―Viarmo, Headmaster of the Bards College
smuggling routes, pointing you toward an
intricate cave system within the Velothi The premier and renowned institute for musical and
mountains. He warns you about the dangers historical learning, the Bards College of Solitude is
lurking in the deepest parts of the cave system. second only to the Antiquarian Circle in its wealth of
lore and knowledge. Whereas the latter is famed for its
2 An Impractical Collector. A highly sought-after pure pursuit of academia and archaeology, the former
relic has fallen into the possession of an is a place for poets, minstrels, and historians who hold
eccentric noble who plans on destroying it for an affinity toward the arts.
pleasure. Although the noble seemingly does not
wish to part with the item, the Circle wishes to Founded during the First Era when Skyrim was part
secure it. of the First Empire, the college used this time—marked
by war, succession, and strife—as a backdrop for the
3 The Missing Mission. A group of excavators has early traditions and poems written by bard and skalds.
gone missing after following up on a lead in the A vital role in which the Bards College serves is to
Dragontail Mountains. They were well-guarded maintain the festivals and traditions that can be found
and the Circle does not wish to share more within Skyrim. Celebrations such as the New Life
details than necessary concerning the mission Festival, Midyear Mayhem, the Jester’s Festival, the
they were sent on. Someone needs to save these Witch’s Festival, and of course, the Burning of King
people and complete the mission. Olaf, all fall under the festivities with which the Bards
4 A Jealous Jarl. The Jarl of Falkreath has hired the College may put on performances.
Circle to investigate a Nordic ruin on the border For members of the Bards College, tradition,
with Whiterun Hold, hoping to flaunt whatever pageantry, music, history, and legend, all play vital
is found within. However, the Jarl of Whiterun is roles within any performance they present.
also interested in uncovering the mysteries and Celebrations can last upwards of a week or longer, so
has sent a rival group. preparations must meet such lengthy events.
5 The Turbulent Thesis. A senior member of the
Circle wishes to complete an important thesis
on Ayleid history. They invite you to follow up on BARDS COLLEGE
rumors about an undiscovered Ayleid ruin in IN YOUR GAME
Skyrim after a little girl in Dawnstar was seen
carrying a welkynd stone, raising questions as to The Bards College of Skyrim is an excellent place in
where she found it. which to add mirth and entertainment. Parties that
enjoy levity and making ample use of songs can find an
6 Prowlers in Prison. Two interns of the Circle opportunity to take center stage and shine bright.
have been convicted as thieves after excavating a
dig site near Solitude. They accidentally As a member of the Bards College, you will likely take
unearthed the stolen pendant of the High King’s part in extravagant performances, writing poems and
advisor. The interns have been thrown in jail and ballads, or even take on adventures to reclaim lost bits
may be scheduled for execution if you don’t of lore and history. Events significant among the
intervene. people of Skyrim will often have members of the
College entertaining large crowds.

BARDS COLLEGE CHARACTERS


Characters who wish to join the Bards College must
have a rich understanding of lore, history, oral
traditions, as well as a love and appreciation for the
arts. Characters represented as studious bards and
mages can easily find their place among such
thespians, but any student who demonstrates these
talents can find a place among the ranks of
troubadours and poetic historians.

18 S H A D O W S OV E R S K Y R I M
BARDS COLLEGE PERKS
As a member of the Bards College, you gain the Bards College Allies
following perks.
d6 Description
Equipment. You gain one musical instrument of your
1 Groundskeeper. The College’s Groundskeeper
choice, and access to numerous costumes that
from Markarth is a well-known friendly
function as a disguise kit for you.
individual, who is constantly at work to keep the
Food and Lodgings. You can eat and stay at the Bards college clean. They have been working as
College. The food and rooms are comparable to groundskeeper for a long time, and are loved by
comfortable or wealthy meals and inns. everyone for their ability to easily put a smile on
other people within the College.
Proficiencies. Each member of the Bards College gains
proficiency in one instrument of their choice. 2 Student. This student from High Rock is in the
College to perfect their singing skills, and will
Services of the College. Because of your association
demonstrate this way too often. They are known
with the Bards College, you receive access to their
to be quite cowardly and believe heavily in
library of tomes, which chronicle the oral history of
destiny; so much in fact that a dream they once
Skyrim. Additionally, members of the College can be
had of being on a big stage is now their life goal.
recognized for their talents and may take on lucrative
performances for the lords and ladies of the land. 3 Speech Teacher. An Imperial from Kvatch, a
former member of the Bards College, who
graduated as top of their class, with honors; a
BARDS COLLEGE ALLIES title they’re very proud of. Now one of the
youngest teachers, they spend as much time as
Within the walls of the College, you will find a number
possible with their students to make sure they
of roles divided into two disciplines: the Department of
understand the arts of speechcraft. They have a
History and the Department of Music. Those that are
morning ritual which includes meditation, and
part of the Department of History take their role as
have a story for everything.
contributors to the Poetic Edda quite seriously, as they
are poets and historians alike. The Poetic Edda is an 4 Instrument Teacher. A stern and very strange
endless collection of poems that depicts the ever- teacher in the College is an Orc from one of the
expanding history of Skyrim. Sifting through forgotten tribes in Skyrim. They ended up in the College by
lore, texts, and tomes of past times is often an chance and got the job by “persuading” the
undertaking the historians take in order to fulfill their Headmaster. They can play a handful of
duty to record all knowledge contained within Skyrim. instruments, and can instruct a student how to
beat someone to death with one. They cannot
The Department of Music takes to the role of stand laziness and can be observed collecting
performance and preparations for celebrations. Many animal skulls.
are musicians, actors, singers, or stagehands that aid
in the presentation of the celebratory events. Often 5 Conductor. The conductor of the Bards College
considered the more ‘lively’ aspects of the Bards is a relatively short Bosmer born and raised in
College, those who take to this department will enjoy the Imperial City. They speak loudly, but are
the notoriety, fame, and frivolity that comes with the prepared for nearly any situation, and consider
many presentations that occur. mistakes to be unforgivable. During orchestras,
they are full of energy and love conducting the
Roll or pick from the examples shown on the Bards musicians.
College Allies table, or use them as a guide to create
your own. 6 Headmaster. The headmaster of the college is a
very busy individual, but they love making time
for the students of the College. They are often
NOTABLE ALLY
observed spying on other people for unknown
D’Jaggo the Sweet-Tooth. A lean, green-eyed, amber-
reasons.Besides this, they are also known to
hued Suthay-raht Khajiit of seemingly questionable
stretch the truth in order to tell a good story,
nobility, D’Jaggo, tells many tales, often contradictory
and they excel at a multitude of instruments.
ones of his upbringing and social status. Among the
Khajiit, they once were an aspiring Moon-Singer,
keepers of lore and storytellers of ancient tales and
legends, but D’Jaggo found himself more interested in
the carnal pleasures of fame and fortune rather than
the merits of his craft. After his order stripped him of
his role, D’Jaggo took to traveling the world, often

CHAPTER 1: GUILDS 19
tagging along with adventures as he collected trinkets,
stories, and some coin for wine, wench and jewelry. Bards College Quests
Eventually, the Khajiit found his way to Skyrim by d6 Description
means of a drunken spree after fateful meeting with 1 Revisionist History. Someone has stolen several
an odd, black-robed Breton. This mysterious stranger important historical documents on Nord heroes,
drank him under the table, and when D’Jaggo awoke, and has replaced them with duplicates that
he was face down in fresh snow. Wandering for a time attribute their deeds to one man that appears in
in this strange, icy land, he stumbled upon the looming no other historical records. The head of the
gates of Solitude. After catching word of a place for Department of History has tasked you with
minstrels such as himself, D’Jaggo displayed many of finding both the thief and the original
his natural magical talents, and many of the tales he documents.
had learned along the way. Impressed, the members of 2 Song of the Dovah. The college has acquired a
the College welcomed D’Jaggo in. He has since become very interesting find: A song written entirely in
a senior member. Dovahzul, the language of dragons. While the
Now that he is a senior member of the Bards College, song is translated, the lyrics seem to be
D’Jaggo has earned himself a reputation as a favorite complete nonsense, which may mean the lyrics
among the youngest bards, as well as an are metaphorical. You have been tasked with
unquestionably gifted troubadour. While he still enjoys finding an expert on the dragon tongue to
dabbling in his beloved vices, D’Jaggo strives to determine the song’s meaning.
maintain some level of professionalism while a 3 Don’t Stop the Music. A well-respected member
production is in full preparation and performance. But of the college said some rather controversial
once a performance is declared a success, he will often things about a wealthy family in Skyrim while
be found a week later, drunk in a ditch and covered in drunk. Two assassins have tried to kill her
filth from the celebration. already, but both failed. She’s going to be
performing at a party in the Blue Palace soon,
and it is your job to make sure she survives the
BARDS COLLEGE QUESTS night, and that none of the guests suspect
Your work in the Bards College can range greatly, from anything is wrong.
dangerous adventures that require you to delve deep 4 Snow Elf Swan Song. The college has received a
into ruins with the purpose of recovering lost tomes, tip about the “Last Snow Elf Saga”, the work of a
to staging elaborate celebrations that must wow and Falmer poet during the early days of his race
inspire onlookers. being enslaved by the Dwemer. It is apparently
The Bards College Quests table provides a few ideas an epic poem on the final days of the war
and examples of the type of work you might do for the between the Snow Elves and Nords, and its
Bards College. chapters are scattered and hidden throughout
Dwemer ruins in Skyrim.
5 Instruments of Atmora. The college has recently
acquired the war drum belonging to a skald of
the Five Hundred Companions. The drum has a
message written on it that says “Assemble the
five instruments of Ysgramor’s greatest skald,
and learn the forbidden song of the first king of
Skyrim.” The college has ordered you and several
others to track down the other four
instruments.
6 A Bloody Account. An ancient vampire who
witnessed the deeds of one of Skyrim’s greatest
heroes firsthand has agreed to an audience with
the college in his lair, at the cost of a poet’s
blood. You have been tasked with recording the
story and allowing the vampire to drink your
blood. The Dawnguard have contacted you along
the way, promising you a hefty sum if you drink
a special potion that will kill any vampire that
drinks your blood.

20 S H A D O W S OV E R S K Y R I M
The College is home to students, scholars, wizards, a
THE COLLEGE OF master wizard, and the Archmage. A new member of
WINTERHOLD the College always starts as a student, and if they
successfully graduate afterward, they can aspire to
“Magic is a true power, not something to be shunned by become a scholar in a specific field. When their studies
commoners or treated as an amusing diversion by prove true, they will be able to rank up to the rank of
politicians. It shapes worlds, creates and destroys life... It wizard, meaning they will be able to teach new
deserves proper respect and study. The College is a place students in their field. Ahead of this, there is the rank
where we can focus on that, without the pressures of the of master wizard, which is the most prestigious in the
world weighing down on us." current group of Wizards, being second only to the
―Savos Aren, Arch-Mage Archmage, replacing them in case of retirement or
early death.
The College of Winterhold is a school for magic located
in the city of Winterhold, found in the snowy northern Many people come to the College of Winterhold for a
regions of Skyrim. The imposing and fortress-like large variety of purposes, that include, but are not
campus is arranged around a large central courtyard limited to learning spellcasting, theory-crafting, or
and reachable only across a narrow stone bridge. It finding information in the massive Arcanaeum. As a
functions much like the Mages Guild in other parts of member of the College of Winterhold, you likely seek
Tamriel but is an independent establishment. The to learn and evolve in the fields of magic, be it either
College holds documents dating back as far as the late through theory, practice, or a combination of both,
Second Era, though the College itself is said to be even learning everything from the theory behind Soul Gems,
older, as it’s rumoured that the College was founded in to powerful destruction magic, which may be handy in
the First Era by a legendary mage named Shalidor. a pinch. At the end of the line, you will know your
chosen fields of magic like the back of your hand. As a
The College is selective in picking who is allowed member and scholar, you are expected to act with
entry, as they only allow students who prove respect towards your fellow college members even if
themselves adept at the magical arts. Once a student they are a rank below yours.
has successfully joined the ranks, they are free to
exercise most forms of magical arts, including the
practice of Necromancy, a school that is otherwise COLLEGE OF WINTERHOLD
shunned by the Mages Guild. CHARACTERS
The College's main building, where all kinds of arcane Characters with a wish to join the College of
practice occurs, is known as “The Hall of the Winterhold are most often brilliant, studious, and
Elements”. Within this main building, one can find the curious. An individual able to cast spells that is willing
famous Arcanaeum library as well as the Archmage’s to dedicate themselves to a timeline of study and
quarters. Accommodations for students and faculty are research is welcome within the walls of the College. All
found in separate buildings located around the members are bound together by the practice of magic
campus. Underneath the College lies “The Midden”, and as such there is no discrimination within the walls
underground ruins of the College's past, where many of the College, there are only mages.
of its greatest and most dangerous secrets lie.
Through experimentation, scholarly research aided by COLLEGE OF WINTERHOLD PERKS
books, and field trips, the College furthers its main A member of the College of Winterhold, you gain the
goal of discovering the mysteries of magic, all the following perks:
while teaching new generations of mages not only
Equipment. Each member of the College of
how to manipulate their gift, but also how to
Winterhold will receive a small pouch with a writing
appreciate and understand the concept of magic.
quill, ink, folded parchment, a scroll case, a borrowed
book on the subject of your current study, and an
COLLEGE OF WINTERHOLD IN empty book for writing.
YOUR GAME Food and Lodgings. You can eat and stay at the
College of Winterhold. The food and rooms are
The College of Winterhold is an institute that dedicates comparable to modest meals and inns.
itself to the study and practice of magic. All members
of the College are focused on improving themselves in Proficiencies. Each member of the College of
one or more arcane fields such as Destruction, Winterhold gains proficiency in the Arcana skill, as well
Conjuration, Enchantment, or various other arcane as learning one language befitting their field of study
subjects. (usually Daedric).

CHAPTER 1: GUILDS 21
Services of the College. Thanks to your association 5 Master Wizard. Among the ranks of the Wizards,
with the College of Winterhold, you have free and easy, there is a busy Master Wizard who has spent a
but not unlimited, access to the majority of the long time in Cyrodiil. They are well-known to be
Arcanaeum, while non-members must often endure the most learned and skillful among the wizards.
extensive interviews and significant fees to gain access They are aware that their position will one day
to even the most common archives. The College of bring them to the rank of Archmage and they are
Winterhold might also have repositories of lore that more than prepared for this. Besides that, they
are too valuable, magical, or secret to permit anyone are constantly looking for loopholes and have a
immediate access. joke for every single situation.
Connections. You also have a decent knowledge of the 6 Archmage. The Archmage is seated in the aptly
College’s personnel, and you know how to navigate named Archmage‘s quarters on the top floor of
those connections with some ease. Additionally, you the College, where they hold decisive and
are likely to gain preferential treatment at other political power over the College. Any
libraries across Tamriel, as a professional courtesy to a administration between the College and the rest
fellow scholar. of Tamriel goes through the Archmage. Very wise
and studious, this character has been with the
The College of Winterhold Allies College for a long while, and has risen through
the ranks using sheer intellect and magical
d6 Description
prowess
1 Steward. This grumpy steward is an individual
who performs various tasks to keep the College COLLEGE OF WINTERHOLD
clean and fed. Being tasked with chores causes ALLIES
them to smell slightly of sweat most of the time.
The steward is an unfortunate wanderer from Within the walls of the College, you’ll find many
Mournhold who was denied the privilege of individuals with a variety of roles. Some may be
becoming a student at the College, this alone dedicated to theory, while others might be more
has made them jealous of most other members focused on the practice.
of the College. These individuals are often clothed in a variety of
2 Student. A very calm but greedy individual, this linen or woolen robes, with some carrying extra bags
member of the College can usually be found for their many books or research equipment.
studying or practicing their craft within the Roll or pick from the examples shown on the College
walls of the College. They used to be bullied as a of Winterhold Allies table, or use them as a guide to
child during their time in Sentinel. This student create your own.
learned magic so that it wouldn't happen again.
They are often heard thinking aloud. NOTABLE ALLY
3 Scholar. This scholar from Elsweyr is a strange Kurzog gro-Agugdu. An old, Destruction Wizard of the
college member who is studying to become a College of Winterhold, Kurzog is an aged Orsimer that
master in Alteration magic, with the intent of takes his task at the College very seriously. This is often
teaching this field to other students later on. displayed in his aggressive attitude towards anyone
They are known to be horrible at keeping secrets that even dares to fail one of his exams.
and will usually ponder situations deeply before
One of many sons of a stronghold chieftain, Kurzog
making a decision. They often sleep next to their
was expected to head into battle and fight for his clan.
bed rather than in it.
After being bested by a ‘weakling’ Breton hedge-mage,
4 Wizard. A Nord Wizard from Riften teaches he was ousted from the clan, forced to pursue a
Illusion magic to the students. They have spent different path. Taking note from the Breton’s magical
many years within the walls of the College. They prowess, Kurzog joined the College of Winterhold
are known as a patient individual who often where he proved his worth and eventually became a
judges people by their actions, not their words. Wizard of Destruction. With a keen interest in battle
They have a dream of one day becoming rich and ingrained from his family's values, he sees destruction
famous, and they will use their knowledge in as a powerful weapon that rivals an axe, bow, or spear
Illusion to achieve it.
Kurzog believes that he is a rare gem in this world,
being one of few Orsimer who pursue a career in
magic, often stating that having him as a teacher is a
privilege; he doesn’t tolerate interruption, bragging, or
showboating in his classes, and his students are often
under severe pressure. Despite his cruel demeanor, he

22 S H A D O W S OV E R S K Y R I M
cares deeply about his students and wants to see them 6 A Weird Occurrence. This morning, several
succeed and grow as he did, though earning his respect college students attacked the Archmage. Each
might just be the hardest task in the College of one looked half-starved and beaten, and were
Winterhold. screaming about being trapped in Oblivion. After
the attackers were dealt with, their remains
disappeared. The same students were apparently
COLLEGE OF WINTERHOLD in class the entire time, and are currently very
QUESTS much alive and well. They have no recollection
Your work within the College of Winterhold involves a of attacking the Archmage.
large variety of jobs that range from finding missing
materials to archaeology in nearby Dwemer ruins.
The College Quests table provides a few ideas and
examples of the type of work you might do for the
College.

The College of Winterhold Quests

d6 Description
1 Missing Alembic. A wizard has misplaced his
alembic (Alchemist Supplies) somewhere within
the walls of the College… Or they may have just
left it with another student. It’s up to the party
to find this missing item.
2 Fetch me that Book. The librarian of the
Arcanaeum sends the party out to collect various
rare books scattered throughout Tamriel. Some
of these books may or may not be hiding within
ancient ruins, or in the bookshelves of a
Hagraven’s cottage.
3 Guinea Pig. A party member might just be the
perfect individual for one of the College’s
students in their experiments, which may or
may not end up in this party member having to
spend the rest of the day as a Daedroth… Try
explaining that one to the guards.
4 Ancient Magic. Sometimes, a study of the arcane
is created, but it doesn’t stand the test of time
and is lost. Rumors surrounding particular
research papers and magical studies have
emerged, grabbing the attention of one of the
College’s Wizards. Your party is sent out to
retrieve the documents from an old Nordic ruin
in the mountains.
5 What Lurks Below. Rumor has it that something
is coming out of the Midden in the dead of
night, and stalks the College. A student went
missing during the night, and a scrap of their
robes was found next to the Midden's entrance.
Do you dare go in to find them?

CHAPTER 1: GUILDS 23
THE COMPANIONS COMPANION CHARACTERS
"What does it mean to be a Companion? It means living Wishing to join the Companions is no small feat. Tests
such that your Shield-Siblings would proudly say they of honor and might are used to root out those who
fought at your side. Glory in battle, honor in life. Deal can’t measure up to the merits of a true shield-brother
with problems head on. Leave whispers and sneaking to or shield-sister. Those who lack both will be tossed out,
the gutter rats who can't fight for themselves." as the Companions hold their bonds of fellowship
above all else. Those they cannot trust with their life,
―Kodlak Whitemane or those who cannot raise a shield in defense of
Tracing their roots back to when Ysgramor formed the another, have no place among these battle-hardened
original Five Hundred Companions and waged war warriors.
against the Snow Elves to avenge the Night of Tears, While not outright a militant group, the Companions
the Companions were formed shortly after the Nordic- hold to strong ideals of warrior culture, and will often
Falmer War came to a close. Many of the Five Hundred test their might against one another. It is a show of
separated and went their ways, but a number of honor to duke it out with another member of the
warriors held together to form what would be known guild, as strength of arm is considered second to
simply as the Companions. strength of heart. Of course, as a group of Nordic
Often described as little more than soldiers-for-hire, tradition, those who can’t hold their liquor will be
the Companions have been hired throughout the resoundingly laughed from the halls of Jorrvaskr. In
centuries to wage war, though honor has always been many ways, becoming a Companion is to embrace the
chief among the shield-kin of Skyrim. Some several embodiment of what many Nords live and breathe to
hundred years after the death of Ysgramor, Harbinger become.
Mryfwiil decreed the Companions would cease their
affairs in politics and wars. Now known as impartial COMPANIONS PERKS
arbiters of honor, the Companions seek their glory as As a member of the Companions, you gain the
servants of the people. following perks.
Without a current presence of the Fighters Guild Accommodations. You can stay at Jorrvaskr for free.
within Skyrim’s borders, the Companions functionally Doing so gives you a modest place to rest along with
serve as this role. After discovering the Skyforge, they comfortable meals and drinking contests to partake in.
set up their headquarters here known as Jorrvaskr,
Equipment. Jorrvaskr is home to the Skyforge. Your
which would later be incorporated into the greater city
proficiency bonus is doubled for any ability check you
of Whiterun. Armed with the finest steel in all of
make using Smith’s Tools while using the forge. With
Skyrim, the companions have left their mark as honor-
the best forge in Skyrim being located here, there is an
bound folk heroes.
abundant supply of armor and weapons for sale at a
discounted price to members.
COMPANIONS IN YOUR GAME Training. Jorrvaskr offers training and sparring for
members of the Companions. When you undertake the
The Companions have established themselves long
training downtime activity for learning weapon or
within the early settlement of Skyrim. By the end of
armor proficiencies, the time it would take to learn the
the First Era, rules of Atmoran purity had largely been
chosen proficiency is reduced by half. Additionally,
done away with, allowing for non-Nordic companions
other members of the guild may be interested in a
to find their place among the shield-brothers and
sparring match.
sisters of Jorrvaskr.
The Circle. Being a member of the Companions gives
Contractors, warriors, and skilled hunters, the
characters easy access to Sanies Lupinus. Members of
Companions seek their fame, glory, and honor in
the Circle are known to be Lycanthropes and as such,
serving the people of Skyrim. The guild does not accept
offer this “gift” to fellow Companions. Characters that
work from governments or political movements,
are in the Companions may take a level in the Cursed
preferring to take their pay from independent
Class: Lycanthropy without needing to find a way to
individuals in order to maintain their impartiality.
contract the disease.
Unlike other organizations, such as the Knights of the
Nine, removing themselves from politically motivated
wars has allowed the Companions to thrive and
survive long throughout the eras.

24 S H A D O W S OV E R S K Y R I M
COMPANION ALLIES NOTABLE ALLY
Aleaka the Bold. A fiery Nord woman from the Reach,
The companions boast a resounding roster of capable with an attitude as striking as her orange mane, Aleaka
and honorable fighters, brawlers, and warriors of all is a newer member of the Companions who holds little
stripes. Those who have been able to prove their back when it comes to her opinions or to her punches.
mettle have been warmly taken in as a shield-sibling. Rough, is one way of putting it when you describe
Roll or pick from the examples shown on the Aleaka. A true Nord of Skyrim, if Aleaka isn’t seen
Companion Allies table, or use them as a guide to fighting, hunting, brawling, or sleeping, she can easily
create your own. be found within the mead hall of Jorrvaskr drinking the
other members of the Companions under the table.
Companion Allies With a zest for life and adventure, the Companions
seemed the perfect fit for Aleaka.
d6 Description Aleaka was raised within the Falkreath hold of south-
1 Shield-Sibling. A fully-fledged, battle-tested central Skyrim. Her father, Lark, and her mother, Lea,
warrior of the Companions. Accomplished, were dairy farmers, and she lived alongside her eight
proud, and mostly jovial, this individual is brothers and sisters. The farm was rarely visited, and
always itching for a drink, a fight, or both. growing up, Aleaka seldom interacted with other
people aside from her family, or occasionally Falkreath
2 Hunter. The hunter is taken seriously by the
proper when they would come to trade, pick up
Companions. Working as a seeker or scout, this
supplies, or drop off their goods.
character’s methodical nature aids the
Companions by preparing the coming battles, Often described as ‘built like an ox’, Aleaka is by no
surveying and planning out the attack. They’re means a small framed woman. Her years of growing
not very talkative, preferring to scheme plans up on the farm gave her the strength to keep up with
inside their heads. her brothers. Never wanting to be seen as lesser to any
of them, Aleaka took great pride in combative games
3 Smith. Built like someone who was born with a
that pitted her against them. Her brothers often spoke
hammer in one hand, the smith is a powerful
of Aleaka being more Orc than Nord, a saying that
member of the companions. While their large
stuck with her throughout her formative years.
form may seem intimidating, they are happy to
lend an ear to any companion that needs it and Aleaka is loud, impulsive, bold, and brash. She treats
ensures everyone is taken care of. Their skin is every one of her Shield-Siblings like family, and is quick
pockmarked from years of burning embers. to defend any of them at the slightest provocation. She
4 Young-Blood. This relatively small young blood is very emotional and wears her heart on her sleeve,
doesn’t look fit for combat, but a rough always laughing the loudest or crying the hardest out
childhood provided them with an astounding of anyone in the room.
level of endurance, and a bit of a bad temper,
too. They are untested but eager to prove
themselves.
COMPANIONS QUESTS
5 Circle Member. A veteran and seasoned warrior, Quests for the Companions typically come in one of
the circle member proudly displays the scars on two categories: paid contracts or honor-bound aid to a
their face as glorious marks of battle. Although shield-sibling.
their wild eyes suggest a diminishing level of The Companions Quests table provides a few ideas
stability, they are very loyal to the harbinger. Has and examples of the type of work you might do for the
a tendency to dismiss young-bloods, and only group.
trusts those that have fought alongside them.
6 Harbinger. The de facto voice of the
Companions. While not seen as a guild master,
the harbinger sees themself as a guide for the
Companions and offers their wisdom and
counsel for those who would listen. The eldest
of the Companions, their face is littered with
wrinkles, but their build clearly states that this
individual is still fit for combat. A certain
amount of reverence is expected of each shield-
sibling towards the Harbinger.

CHAPTER 1: GUILDS 25
The Companions Quests THE DAWNGUARD
"I've heard the rumors around Skyrim. I know something's
d6 Description going on. And I've seen the vampires. I felt I had two
1 The Hand That Feeds. A former member of the choices. I could either live in fear of the night, or I could
Silver Hand has come to join the Companions. help do something to help protect my people."
They were allowed in, and have the backing of ―Agmaer, Dawnguard Recruit
most of the Inner Circle, despite protests from
other Shield-Siblings. You have been secretly There is little love to spare for those infected with the
charged with protecting them, and their terrible curse of vampirism, but there are always those who
secret: They are a werewolf, and their former are willing to put their lives on the line in order to
comrades want them killed. hunt vampires. No creature of the night should rest
soundly, knowing that the Dawnguard, an ancient
2 Race for the Staff. The staff of one of Ysgramor’s
body of vampire-hunters, is out for their blood.
battlemages was discovered by the College of
Although vampires can prove to be fearsome allies, the
Winterhold, but it was stolen by an unknown
Dawnguard evens the odds through the use of
party before it could reach the city. Now the
advanced armaments and battle trolls.
College and the Antiquarian Circle are both
hunting for the staff. The Companions have a Once the prison for the vampire son of a wealthy
rightful claim to any artifact of the original Five Riften jarl, the fort that hides within Dayspring Canyon
Hundred Companions, so finding the staff before to the east of Riften has been the headquarters of the
a bunch of stuffy academics is a high priority. Dawnguard since its founding. During the Second Era,
they swore to prevent the jarl’s son from escaping, but
3 Dying Embers. In the dead of night, a
were forced to make a living out of something else
necromancer snuck up to the Skyforge, casting a
when they were said to have killed their prisoner.
spell on it before fleeing. Now the forge can no
Banished from Riften hold, the highly armed
longer produce its famous steel, and suddenly
Dawnguard found new work within reach of their
stronger undead have begun to stalk the land.
purview—killing vampires. As more and more willing
Find the necromancer and make them reverse
townspeople and peasants joined the ranks of the
whatever foul sorcery they placed on the
growing force, the vampire menace was put to an
Skyforge.
end—at least for a while. With no more imminent
4 Wrong Wuuthrad. The relic Wuuthrad was danger from vampires, the Dawnguard eventually
stolen and replaced with a fake. Nobody saw the dwindled and died out.
thief or even knows when it happened. You have
been charged with tracking down the axe, and During the Fourth Era, the order once again rose to
returning it to its rightful place in Jorrvaskr. prominence from within the newly reclaimed Fort
Dawnguard. Their one goal is to prevent all vampires
5 Stop the Reveal. Several of your Shield-Siblings from tormenting the living by using sheer force and
have been kidnapped by the Silver Hand. They will. Members from all walks of life heed the
will be set free on one condition: the Inner Circle Dawnguard’s call and make haste to bolster their
must reveal their lycanthropy to all of Whiterun ranks. The Dawnguard holds several fortified positions
in ten days’ time. If not, the captives will be throughout Skyrim and along the Velothi and Jerall
killed. Mountains, but their glorious main holdout will
6 Crack of Dawn. You were given a job to forever be the intimidating Fort Dawnguard, safely
eliminate a gang of bandits. Once you arrive at tucked away within the lush nature of the Dayspring
their hideout, you find a member of the Canyon. No longer will the living be used as thralls or
Dawnguard there, who explains that the bandits cattle, for a new day dawns over Skyrim.
are actually thralls for a vampire, who has them
rob people for him. They also explain that this is
not an isolated incident, and several “bandit” DAWNGUARD IN YOUR GAME
gangs are run by vampires. The vampire hunter When there are bloodless corpses littering the desolate
proposes that your organizations could work back-alleys of Windhelm or if empty tombs seem no
together to bring down this menace. longer vacant, the Dawnguard is coming to investigate.
Crossbows will be nocked and the sharp silver
weaponry will shimmer in the moonlight as the
Dawnguard attempt to track vampires. Throughout the
province, there are people, nobility, and peasantry alike
that plead for the Dawnguard’s aid. The job is usually
completed with deadly accuracy, but sometimes the

26 S H A D O W S OV E R S K Y R I M
hunters like to drag a vampire or two back home for Food and Lodgings.You can eat and stay at any
interrogation. outpost belonging to the Dawnguard. The food and
rooms are comparable to modest meals and inns.
The Dawnguard are, however, not senseless killing
machines. Whenever the opportunity arises, their Proficiencies. Each member of the Dawnguard gains
members study the vague and mysterious past of the proficiency in one crossbow weapon of their choice.
ancient order of vampire hunters and how they came
Services of the Circle. Because of your association
to be. Not only do they learn a great deal about the
with the Dawnguard, you receive a discount on any
order and how to organize it, but they also gain insight
guild service you wish to acquire. Upon displaying a
into the whereabouts of powerful ancient equipment
token of your membership, you can also help yourself
created by their predecessors. Although the
to 50 septims worth of supplies (such as bolts or rope)
Dawnguard prefers to remain isolated while remaining
from a Dawnguard quartermaster each week.
watchful over the turbulent crowds that roam Skyrim’s
larger settlements, they have to keep an ear on the
ground at all times. Since smaller towns and cities
seem to be targets for hungry vampires, the
DAWNGUARD ALLIES
Dawnguard has to maintain a presence within the As a member of the Dawnguard, you will follow any
different holds. orders given by those who stand higher in both rank
and respect. There has never been much room for
As a member of the Dawnguard, you must put
bureaucracy within the order, so don’t expect to find a
yourself at risk to protect and serve the people of
strict description of job, rank, and function.
Skyrim. The vampire menace is not one to take lightly
and many of your brethren will not survive the darkest Roll or pick from the examples shown on the
of nights. Most of the time, the authorities are willing Dawnguard Allies table, or use them as a guide to
to give the order a chance, but it is up to you to prove create your own. These could be main contacts that
yourself. The newly revived Dawnguard must face hand out missions to the adventuring party, fellow
internal and external struggle to help it organize and dawnguard, or low ranking members.
establish itself as a force to be reckoned with.
NOTABLE ALLY
Kat Amaeri. A young Nord woman with Breton
DAWNGUARD CHARACTERS heritage that aspires to study vampires. Growing up,
When wanting to become one of the Dawnguard, one Kat was raised by her father who instilled a great
must be of peak physical and mental fitness. Weaklings passion for knowledge and understanding in her. One
will be torn apart by vampires and their remains will horrific night, a vampire came to feed on the family’s
serve in their army of the dead. To prevent disaster, cattle. Kat’s father fended off the attack, attempting to
members are expected to follow meticulous training in protect Kat and the rest of the farm, but he himself
athletics, marksmanship, and various other skills that was bitten. Kat tried to care for him as long as she
may help them survive encounters with vampires. could, but her father couldn’t bear to burden her with
While the Dawnguard is primarily a militant order, his curse. One morning, just before dawn, her father
there is also use for those who can supply or support left and never returned again. To this day, Kat carries
the group, often through the scholarly fashions or the letter that he left for her before he disappeared.
through serving the others as a quartermaster. As long Taking after her father, she continued on with her
as you can help out, you’re welcome. Those with a scholarly pursuits, eventually finding her way within
dominant distaste for vampires—or the undead as a the Dawnguard. She is a valuable member of the team,
whole—will find great satisfaction in joining this and provides vast amounts of knowledge concerning
revived order of hunters, for all are united in the very vampires, including their unique anatomy and
same enmity. behaviour. Recently, she has been studying how
vampires have been able to blend into the crowds of
DAWNGUARD PERKS the cities and where they keep and hide their lairs.
As a member of the Dawnguard, you gain the following Secretly, she believes that vampires are not inherently
perks. evil and hopes to discover a way for the living to
coexist with the vampire kind.
Equipment. Each member of the Dawnguard receives
a crossbow of your choice, a set of chainmail, and a
shield bearing the Dawnguard crest. Additionally, you
gain a wooden stake, a silver necklace and a free
potion of cure disease, (see Legionnaire’s Guide to
Cyrodiil) with the ability to purchase more.

CHAPTER 1: GUILDS 27
DAWNGUARD QUESTS
Your duties with the Dawnguard will have you locating
and hunting vampires throughout the land. In between
assaults, spare time is used to research the first
Dawnguard and improve the order. Fort Dawnguard
may be a powerful stronghold, but that doesn’t mean
it can’t be improved.
The Dawnguard Quests table provides a few ideas and
examples of the type of work you might do for the
order.

Dawnguard Allies The Dawnguard Quests


d6 Description d6 Description
1 Quartermaster. A really nice figure who is 1 The Red-Eyed Ruler. One of the jarls in the holds
always handing out more items than they are has contracted advanced vampirism and is
supposed to, especially to those they like. They desperately looking for a way to cure it. A
seldom stop talking about their dysfunctional servant overheard this and is looking to blow the
marriage. Has a warm toothy smile. whistle, alerting all other citizens and jarls on
2 Blacksmith. Big and burly, the blacksmith misses this delicate matter.
their hometown of Rorikstead, but will make the 2 The Welcoming Committee. A fort as ancient as
best out of their current situation. They are in Fort Dawnguard is bound to be home to secret
charge of crafting and modifying Dawnguard passages. A new member accidentally stumbled
equipment. Strongly disapproves of ungrateful upon a hidden pathway leading into a vampire
members. crypt, waking them all up.
3 Trainer. This person is very shady. They are a 3 Propaganda. An unknown group of people is
criminal sent to Fort Dawnguard as punishment. spreading stories about the Dawnguard stealing
Although they seldom talk about themselves and coin from the townspeople and conspiring with
come off as unreliable, they are a very vampires. These blatant lies have to be stopped
experienced combat trainer. Secretly keeps a before the order loses the support of their allies.
rodent as a pet. 4 A Dying Wish. A elder veteran member is dying
4 Interrogator. Claims they are just a civilized and wishes for someone to get revenge on a
interrogator, but has been seen employing cunning vampire master he encountered in his
brutish tactics. They have an intrinsic hate for youth. The master vampire resides in a fungal
vampires and keep jars of vampire dust and cavern within the Velothi mountains.
fangs. 5 Among Us. A Falkreath lord has received an
5 Veteran. A powerful and experienced member of anonymous tip, stating that someone living in
the order. They bark orders at new members and his castle is a vampire and is planning to murder
use fear as a teaching method. Although they are him. The lord immediately locked down his
pessimistic through and through, they are also castle, preventing anyone from leaving. The
talented at keeping the other members from Dawnguard have been enlisted to identify and
getting complacent. He lost his arm to a dispose of the culprit.
vampire bite. 6 Ancient Technology. A researcher uncovered a
6 Troll Handler. More familiar with trolls than memory stone, belonging to a higher ranking
anyone else, they train the beasts as weapons Dawnguard of old. They state that there is a
for the order. They deeply care for the well-being sealed Dawnguard armory hidden within the
of each and every troll that is handed out to depths of a notorious Dwemer ruin.
other members and knows each by name.
Secretly steals from the pantry for special treats
for the trolls.

28 S H A D O W S OV E R S K Y R I M
guild. You are likely to take on the Paladin special role.
THE VIGILANTS OF After gaining the rank of Acolyte, you would progress
STENDARR through the Vigilants, becoming a Parson, an
Inquisitor, and finally, the Keeper of the Vigil.
"Our order was founded after the Oblivion Crisis. We
dedicate our lives to facing the threat of Daedra wherever As a Vigilant of Stendarr, you seek to prove your
they appear." devotion to the preservation of good and the
destruction of evil through your service to the guild
―Member of the Vigil and the community. You forge a path of piety through
Among the most fervent adherents to the doctrines of violence, cleansing the evils of the world that seek to
the Divines are the Vigilants of Stendarr, a warrior- prey on innocent mortals. You are expected to act on
priest sect founded after the Oblivion Crisis. The behalf of your Hall, mounting expeditions into the
Vigilants are staunch opponents of all things wilderness, seeking daedric artifacts, and hunting
unnatural, exterminating Daedra and their worshipers, down monsters.
witches, the undead, vampires, and lycanthropes, and
seek to destroy them before they can harm others.
VIGILANTS CHARACTERS
Despite being reverent of Stendarr, the Divine of
Merciful Forbearance, the Vigilants seldom offer mercy Characters seeking to join the Vigilants of Stendarr are
to the subjects of their inquisition, but are gentle and pious and headstrong individuals. Any character
kind to those they deem to be innocent, going so far as dedicated to eradicating evil and hunting monsters or
to even offer healing and restoration services to weary seeking to dedicate service to the Divine of Mercy is
travelers free of charge. Vigilants always travel in pairs welcome among their ranks. The Vigilants are
and can sometimes be seen wandering the countryside benefited by crusaders, priests, warriors, barbarians,
on the hunt for evil to purge. and perhaps wardens who are interested in upholding
the virtues of the Divines. Scholars are of particular
The Vigilants are spread throughout Tamriel, namely use, as the Vigilants often seek ways to help fight evil
in Skyrim, Hammerfell, Cyrodiil, and High Rock. In the and protect themselves and others, and those skilled in
provinces where the Vigilants are present, they are battle are likewise valued.
centralized in local branches called Halls of the
Vigilant, which serve as headquarters, barracks, VIGILANTS PERKS
armory, and places of worship for the Vigilants and any As a member of the Vigilants of Stendarr, you gain the
who would wish to pray to the Divines, Stendarr in following perks.
particular. Throughout the history of the Vigilants of
Stendarr, the Halls have been attacked in the back-and- Equipment. Each member of the Vigilants of Stendarr
forth struggles between the Vigilants and various has a symbol of Stendarr, which can be used as a holy
organized threats, such as vampire covens. This has symbol, arcane focus, or druidic focus for the purposes
resulted in the Halls burning down, becoming of spellcasting. Additionally, you have vestments
abandoned, or worse, before being rebuilt by the bearing the emblem of Stendarr and a book containing
surviving members of the priesthood. prayers and rites dedicated to Stendarr.
Food and Lodgings.You can eat and stay at any
Imperial Temple or guildhall. The food and rooms are
THE VIGILANTS IN YOUR GAME comparable to modest meals and inns.
The Vigilants of Stendarr are a sect of the Imperial Proficiencies. Each member of the Vigilants of
Temple, and while they share a lot in common with Stendarr gains proficiency in the Religion skill, if the
many other followers of the Divines, their reverence is character doesn’t already have it.
chiefly dedicated to the namesake’s Divine: Stendarr.
The goals of both organizations are ultimately the Services of Stendarr. Because of your association with
same, however, the differences lie in their praxis, as the Temple of Stendarr, you receive a discount on any
the Vigilants are a martial priesthood rather than guild service you wish to acquire. When you donate to
simple monks or priests. the Imperial Temple to gain the benefits of a spell, you
pay half the normal cost, assuming the temple has
If you are looking for greater impact with your access to that spell. Additionally, you can gain
choices regarding the Vigilants of Stendarr, the proficiency in the History or Nature skills through
Imperial Temple introduced in Legionnaire’s Guide to training as a downtime activity, as though you were
Cyrodiil can provide guidance for progression in the learning a language. A character can learn only one of
these skills in this way.

CHAPTER 1: GUILDS 29
VIGILANTS ALLIES 6 Divine Worshiper. This individual is a solemn
character, taking the time to visit each altar to
Within the Vigilants of Stendarr, you’ll find a devoted
the Divines and making a small prayer. They are
hierarchy of individuals with a variety of roles. Many
quiet and easily slip into the background, and
may be staunchly faithful to Stendarr, while others
take care to avoid drawing attention. This
might be more focused on the destruction of daedra.
person is very matter-of-fact about their faith
Roll or pick from the examples shown on the and how important it is to pray to all the
Vigilants of Stendarr Allies table, or use them as a Divines.
guide to create your own. These could be main
contacts that hand out missions to the adventuring NOTABLE ALLY
party, fellow adventurers, or low-ranking comrades. Keeper Kimani. The Keeper of the Hall of the Vigilants
in Skyrim, just south of Dawnstar. This heavy-set,
middle aged Redguard woman is very much a
Vigilants of Stendarr Allies proponent of making use of Restoration magic and
training other Vigilants in its use. While the Vigilants’
d6 Description main objective is to destroy evil, Kimani fears that the
1 Inquisitor. This ardent follower of Stendarr is a militant nature of the Vigilants throws the group into a
former soldier of the Imperial Legion. They negative light among locals who do not understand
firmly order around subordinates and are their intent. As a result, she insists that Vigilants
paranoid about daedra worshipers infiltrating venturing out into the wilderness either know a
the order. Though well-intentioned, they can handful of Restoration spells, or carry potions and
come off as rude to members of the lower ranks, scrolls, all of which are for use on travellers
as they are focused on the next mission to root encountered along the road, or upon themselves in
out the evils that plague Tamriel. Slow to trust, dire situations.
and quick to annoy. Kimani is a stern and disciplined individual, but cares
2 Parson. A bit harder in their demeanor, having deeply for others within the Vigilants. She is a
witnessed death either at their hands or at the motherly sort of figure, and always wants to make sure
hands of evil, this figure spends time near the that everyone in her care is healthy, rested, and fed,
fire, but close to maps, lists, or texts to study for but can be harsh if someone defies the orders of a
upcoming ventures. Eats far more than someone superior or acts in a way that unnecessarily poses
of their size should be able to. danger to themselves or others.
3 Acolyte. This member is eager to join in the
action of quashing evil. They tend to live
vicariously through the tales their Vigilant
THE VIGILANTS QUESTS
comrades tell, reveling in the glories of slaying Your work with the Vigilants of Stendarr involves
the monsters that prey upon the innocent, or purging the evils of the world and protecting the
basking in the splendor of Stendarr’s people of Tamriel from harm. You seek to destroy
benevolence. Has a bit of a lisp. undead, daedra, and werewolves and remove
supernatural threats and their influences. You root out
4 Custodian. The Custodian’s duties are to
cultist organizations and recover dangerous artifacts in
maintain the Hall’s library and manage
the name of Stendarr.
dangerous artifacts and substances recovered by
other Vigilants while out in the field. They are The Vigilant Quests table provides a few ideas and
often extremely knowledgeable, and can help examples of the type of work you might do for the
other Vigilants in their own research or offer guild.
information that might otherwise be hard to
come by, such as the natures of daedric artifacts
or vampire clans.
5 Chamberlain. This Imperial Temple priest resides
within the Hall, and has the sole duty of
maintaining the altars to the Divines. Rather
than focus upon Stendarr alone, the
chamberlain will also provide guidance in the
light of other Divines as well, and can administer
higher-level healing magic, medical assistance,
and spiritual guidance for others, be they
Vigilants or not.

30 S H A D O W S OV E R S K Y R I M
The Vigilants Quests
d6 Description
1 Haunting Lights. Traveling merchants and
scouts around Riften have mentioned sightings
of strange magical lights in the woods just
outside the city walls. Fears of a portal to
Infernance are beginning to spread among the
populace.
2 Infernal Alliance. A strange note made of an
unrecognizable organic material was sent to the
Keeper by name. A Dremora by the name of
Sarlek has captured some of your comrades, but
wishes to come to a deal with the Vigilants to
face a greater threat.
3 The Hollow Village. Reports have recently come
to light regarding a small village roughly two
days’ ride from the Hall. The village, which
grows a significant amount of produce, namely
apples, has suddenly stopped sending merchants
to sell their fruits at the nearby city’s market.
Rumors have begun circulating that the village
was visited upon by a monster of some kind,
causing the village to become a ghost town.
4 Blood Child. A vampire child comes to the doors
of the Hall and collapses, crying out for help.
The child is weak and is sobbing about being
unable to play in the sunshine and that they
don’t want to eat any more animals. Closer
inspection reveals that the child has only been a
vampire for several days.
5 Wolf’s Den. Recent patrols have discovered
evidence of a pack of werewolves. The evidence
leads invariably to a crumbling chapel, which is
occupied by monks. The specifics are unclear;
are the monks protecting the werewolves or
under threat from them? Could they be the
beasts themselves?
6 Para Bellum. A large ruin several days from the
Hall has been found to be occupied by a
standing army of undead, their numbers
increasing day by day. They do not move, but
stand at attention in neat regiments on the
grounds of the ruin. Any poor soul unfortunate
enough to venture too close is cut down and
added to the army. It is unknown why these
undead are organizing or what is causing them
to rise from the dead.

CHAPTER 1: GUILDS 31
32 S H A D O W S OV E R S K Y R I M
CHAPTER 2: THE HOLDS OF SKYRIM

T
o many throughout Tamriel, Skyrim is a Other Areas in Skyrim
frozen, barren wasteland of danger and
While this chapter speaks mainly of the Holds of
death. This is only true for some of the Skyrim, there are other places to visit. These areas
province, mostly the northernmost portions. are not traveled by most, but may be of interest to
The homeland of the Nords is a varied landscape, adventurers for their unique dangers and locales.
containing the snow capped mountain ranges, dense
pine forests, rolling plains of tundra, treacherous ice Blackreach
sheets, rushing rivers and lakes, and much more.
Outside of the natural landmarks like the Throat of the Deep beneath Skyrim, accessible only by certain
World and populated cities like Windhelm and elevators of Dwemer make, is the cavern of
Blackreach. This massive cave is home to many
Solitude, ancient ruins of both Nordic and Dwemer strange sights, including glowing mushrooms the
origin dot the landscape. Skyrim is a place of size of trees, strange “gloomspore” beasts, and
adventure, beauty, and history spanning back to when ancient buildings. These ruins were built by both
the Atmorans first set foot on Tamriel. the Dwemer that colonized the area, and by ancient
vampire clans. Blackreach is a mysterious place ripe
with discovery and adventure.
The rich history of Skyrim has given birth to many
civilizations and settlements that have weathered the
element and passed the test of time. From nearly
The Sea of Ghosts
deserted towns struggling to survive the harsh winters, Off of Skyrim’s northern coast lies the dangerous
to booming centers of agriculture and trade, the Sea of Ghosts. While this ocean leads to the
following chapter presents you with many interesting ancestral land of Atmora, navigating it is difficult
locations within the northern province, ready to be and deadly, due in part to ice floes and glaciers.
utilized as either colorful backdrop, or main attraction, Islands of murderous reavers sit in this ocean, but
far more dangerous are the rare Sea Giants. Sea
of your future tabletop adventures in the land of Giant longships will attack other ships, and the
Skyrim. Giants themselves are said to hunt and wrestle with
whales. The Sea of Ghosts is a terrifying and life-
In the following chapter, you will find information for threatening place, and one few dare navigate.
a handful of interesting regions for you and your
adventuring companions to discover, or revisit: Solstheim
◈ The rocky, sulfur-scented lands of Eastmarch
◈ The evergreen region of Falkreath Hold Though technically part of Morrowind in more
recent eras, the island of Solsteim is a place that
◈ The seaside beauty of Haafingar shares close historical ties with Skyrim. Broken off
◈ The remote and isolated Hjaalmarch from the mainland during a battle between the
◈ The snow-capped hold known as The Pale Dragon Priests Miraak and Ahzidal, it is one of the
◈ The dangerous mountains of The Reach most dangerous places on Tamriel. Rieklings,
◈ The golden fields of Whiterun Hold reavers, spriggans, and dangerous Morrowind fauna
stalk the island, and there are few civilized areas for
◈ The academic congregation of Winterhold respite from the brutal wilds. In the 4th Era, half
These are the most prominent locations found in the the island is covered in choking volcanic ash, while
the other is a frozen land. The Skaal, a tribe of
province, and in each one of them is included just monotheistic Nords who worship the All-Maker, are
enough information to fuel your imagination. one of the few friendly people you may meet on
Solstheim, along with the people of Raven Rock,
one of the only other settlements on the island.
Solstheim is a place of danger, and only the
strongest and most cunning can survive its brutal
conditions.

CHAPTER 2: THE HOLDS OF SKYRIM 33


EASTMARCH ADVENTURES IN EASTMARCH
Capital: Windhelm In Eastmarch, you might go on the following
adventures:
The first of the four Old Holds, Eastmarch is a cold
place of ancient history. The capital city of Windhelm
was built by the hand of Ysgramor himself. The city is Eastmarch Adventures
among the oldest in all Tamriel, built as a monument
d4 Description
to man’s achievements and in clear view of the Barrow
of Ygnol, son of Ysgramor. The Palace of Kings, where 1 Rumor has it something massive was seen flying
Ysgramor ruled, still stands, despite the city being over the Velothi Mountains. Everyone who says
sacked twice. It will likely stand for the rest of time, they saw it has a different story, some saying it
facing the many blizzards and cold snow that the city was a snow whale, others saying it was a
endures. Dwemer airship, and one person even claims it
was a floating island.
As its name suggests, Eastmarch lays along the
eastern edge of Skyrim, bordering the Velothi 2 Daedra have been appearing all over the hot
Mountains and Morrowind and containing Dunmeth springs. At the start there were only Scamps and
Pass. A field of expansive natural hot springs take up the like, but travellers have started spotting
most of the hold, said to have been created during the wandering Dremora.
hero Wuunding’s battle with a powerful Daedra, where 3 A Dunmer fugitive wanted by House Redoran is
the former wielded a great flaming hammer. hiding out somewhere in the hold. Rumor has it
Darkwater River flows into the hot springs from Lake they have been framed for whatever crime they
Geir, and the village of Darkwater Crossing sits along committed for political reasons.
its banks. Another village in the hold is Kynesgrove,
south of Windhelm, site of a shrine to the goddess 4 On the doors to the Palace of Kings, there is a
Kyne. Along Windhelm flows the River Yogrim. Also in message written in the blood of 9 soldiers, one
the hold is the Sacellum of Boethiah, shrine to the from each hold. It reads: “The jarls have grown
titular Daedric Prince. Eastmarch is a place of danger, soft, the high king fattens himself upon his
ancient tradition, and of boiling heat and freezing cold. gilded throne. The whole of Skyrim is weakened
by them. Blood must be met for such
indignation. If the jarls and the high king of
Skyrim wish to regain their honor, they will seek
me out in the barrow of Yngol. Should they
cower in fear, more of their pathetic ‘warriors’
will be killed by my hand.”

34 S H A D O W S OV E R S K Y R I M
FALKREATH HOLD ADVENTURES IN FALKREATH
Capital: Falkreath In Falkreath, you might go on the following
adventures:
Falkreath hold is a southern hold that closely borders
Cyrodiil. It is ripe with game and fishing, and is a well
travelled place due to its border province. The capital Falkreath Adventures
of the hold, the city of Falkreath (sometimes called
Falcrenth) is nestled in the hold’s great Pine Forest. It is d4 Description
sometimes called “The Heroes’ Graveyard” due to its 1 Each night, a Sovrngarde Hero appears at the
large cemetery and history as a site of many major Guardian Stones. They challenge anyone who
conflicts. It enjoys great economic boons from lumber comes near to travel to each standing stone and
and game from the surrounding forests. then return to the Guardian Stones to face them
Outside of its capital, Falkreath has two major towns, in battle for a grand reward.
Granite Hill and Helgen. The latter is called the 2 Rumor has it there is something big lurking in
“Gateway to Skyrim” or “The Gateway to the North”, it Lake Ilinalta. Some say it's a giant fish, others
is the first town that many would encounter upon say it's an Emperor Crab. Whatever it is, it has all
coming into Skyrim. Helgen was destroyed during the the fishermen so spooked that the hold’s
4th Era by Alduin, but it's ruins still stand. On the economy is suffering, and the Jarl is offering a
border there are the Jerall Mountains, which one must reward for the lake monster’s head
traverse to enter Cyrodiil. In the middle of the Pine
3 Werebeasts have been spotted all over the hold.
Forest is Lake Ilinalta, the source of the White River
They appear to all be fighting each other in three
and ripe with fish. Two other notable landmarks are
main groups, Werewolves, Werebears, and
the Guardian Stones, three of Skyrim’s standing stones
Werelions. Anyone caught in the crossfire of this
dedicated to the constellations, and the massive Bleak
lycanthropic battle royale is torn apart.
Falls Barrow, sitting atop a mountain north of Lake
Ilinalta. Rumor has it that there is also a sanctuary of 4 Several corpses that were going to be buried in
the Dark Brotherhood in the area, along with some Falkreath cemetery have all gone missing. Most
kind of hidden ruin called the Twilight Sepulcher. suspect a grave robber or necromancer to be the
Falkreath is a misty, forested land of game, lumber, and culprit, but the town drunk says differently. They
travellers. claim that one body got up and dragged the
others out of town in the dead of night.

CHAPTER 2: THE HOLDS OF SKYRIM 35


HAAFINGAR ADVENTURES IN HAAFINGAR
Capital: Solitude In Haafingar, you might go on the following
adventures:
Haafingar is the northwestern-most hold in Skyrim,
and while it is small, it is by no means unimportant.
Sitting along the Karth River, it is a place ripe for trade, Haafingar Adventures
and its southern portion is warm for such a northern
area. It is most famous for its great capital city, d4 Description
Solitude. Not only is it the largest city in all Skyrim, it 1 The Bard’s College has run afoul of a killer
is also a center of foreign trade and holds a long and claiming to be Olaf One-Eye’s ghost. Each week,
storied history. Solitude sits on the Great Arch, a giant a member of the college has been killed, and if
rock outcrop overlooking the Solitude Inlet and Karth the Burning of King Olaf isn’t canceled, the killer
River Delta. Solitude is also home to famous buildings threatens to attack the headmaster next.
like the Bard’s College, Blue Palace, and Castle Dour.
2 Each day at dawn, the Statue of Meridia has shot
Solitude is also the provincial capital for the Empire in
a beam of harmless light at a seemingly random
the region, making it a bustling place of trade, politics,
person in Haafingar. Nobody knows why.
and military might.
3 Strange animals (Vale Beasts) have been spotted
Outside of Solitude, Haafingar has many landmarks. wandering the region. They seem to be coming
The town of Dragon Bridge connects the hold to from the Druudach Mountains.
Hjaalmarch via the titular bridge. You can find
adventure in both Clearpine Forest and the Giant’s 4 Draugr have been seen stalking the roads at
Coastline. Atop Mount Kilkreath stands a grand statue night, carrying the banner of the Wolf Queen,
and temple to the Daedric Prince Meridia. Out in the Potema. Interestingly, the Draugr seem to be
Sea of Ghosts you can find the island of Kyne’s Aegis, from crypts related to the Dragon Priests.
and the mysterious Castle Volkihar, said to house a
terrible clan of vampires. Rumor has it hidden away
somewhere in the southern Druudach Mountains is a
“Forgotten Vale”, a hidden valley holding untold
treasures, strange beasts, and the ruins of a Snow Elf
church. Haafingar is a place of history, political
intrigue, and adventure.

36 S H A D O W S OV E R S K Y R I M
HJAALMARCH ADVENTURES IN HJAALMARCH
Capital: Morthal In Hjaalmarch, you might go on the following
adventures:
Hjaalmarch is a small, isolated place, populated mostly
by a large swamp. Its sole settlement and capital is
Morthal, a small town of little importance outside of Hjaalmarch Adventures
being a hold capital. Morthal, like the rest of the hold,
is an isolated, creepy place, a small town built on the d4 Description
water and shrouded by mist. Most travelers stay away 1 A brutally injured adventurer stumbles into
from the place entirely. Its citizens are suspicious of town. They claim that they were hired by a mage
outsiders, and are fearful of the monsters that lurk that discovered a new section of the
about the marsh. The town prefers to keep to itself, Labyrinthian, but “everything went wrong fast.”
rather than concern itself with the problems of greater
2 Several children have gone missing in the
Skyrim.
swamps, around the same time that a
Hjaalmarch is a hold mostly populated by the Wispmother has been spotted around the area.
Drajkmyr marsh, a huge, saltwater swamp connected Every child that has disappeared has a deceased
to the Karth and Hjaal rivers. Nordic ruins are mother.
scattered throughout the bog, and wispmothers and 3 Ice Trolls have been leaving the Labyrinthian en
other monsters roam the swamp, preying on
masse, forming gangs that roam the land and
unfortunate travelers. The hold is small and isolated
attack towns. The Labyrinthian is deathly quiet,
due to the Skyborn mountain range, and one of the
not even animals are staying there now.
shortest routes from central Skyrim runs through the
Labyrinthian, a cursed and abandoned ancient city that 4 A skald is staying in Morthal, and has promised
served as the capital of the ancient Dragon Cult, now a hefty sum to whoever can bring him a great
populated by frost trolls. The ruin takes its name from story or song about Hjaalmarch. Word is, she’s a
the maze crafted by Shalidor to text new archmages. very picky judge on stories.
Also in the region is Fort Snowhawk, a military
fortification. No other towns exist due to the marsh
and isolated nature of the area. Hjaalmarch is an
unsettling land, quiet and filled with dangers and few
comforts.

CHAPTER 2: THE HOLDS OF SKYRIM 37


THE PALE ADVENTURES IN THE PALE
Capital: Dawnstar In The Pale, you might go on the following adventures:

The Pale is one of the four old holds, and it competes


with Winterhold for the title of the coldest hold. A land
of frozen tundra, it is a brutal environment. Its capital, The Pale Adventures
Dawnstar, is a port town on the Sea of Ghosts. It stood
as a military garrison town throughout the 3rd era, d4 Description
facing the mysterious threat of the Ice Tribes in 3E 427. 1 Fishing boats in Dawnstar have been going
In the 4th era, it was a town of trade, fishing, and missing, their crews turning up on the shore
mining, with abundant quicksilver and iron. It has a alive, but with no memory of what happened
small lighthouse to the east and a small military tower after they left port.
called the Tower of Dawn overlooking the town.
2 A strange, blue-skinned warrior has been spotted
The Pale is a miserable place to live, with many wandering the Pale and murdering travelers. He
residents calling it “the old boot”. The village of shouts “For the Ice Tribes!” before attacking.
Heljarchen Creek existed until the 4th era, but other 3 The Pale has gotten strangely warm as of late.
than that there are only a few farms, Fort Dunstad, and Melting snow has revealed more than a few
Nightingale Inn. Nordic crypts dot the landscape, and hidden caves. Some are filled with Falmer.
there are a few Dwemer ruins in the area as well. Others, nothing but corpses.
Landmarks include Shearpoint Mountain, Lake Yorgrim
(source of the River Yorgrim, and surrounded by 4 Strange sounds are coming from the shrine of
Yorgrim Forest), and the shrine of Mehrunes Dagon, a Mehrunes Dagon. Any who approach it after
huge statue of the titular Daedric Prince. The Pale is a midnight have been found injured at the bottom
hard land of freezing cold, ancient history, and trouble. of the mountain, their bones crushed. They
claim the statue moved upon their approach,
and then everything went black.

38 S H A D O W S OV E R S K Y R I M
THE REACH ADVENTURES IN THE REACH
Capital: Markarth In The Reach, you might go on the following
adventures:
The westernmost hold of Skyrim, the Reach is the
rugged wilderness that traces across the land like a
scar. From the steepled tops of the Druadach The Reach Adventures
mountains to the west that borders High Rock, to the
rocky hills that lead out to the plains of Whiterun to d4 Description
the east, and the mighty Karth Canyon that cuts 1 A hagraven has taken up residence near one of
through the north to the south of the hold. The capital the Orc strongholds. Strangely, she seems to be
city, Markarth, is an ancient Dwemer city. Built with friendly and has not harmed anyone. Stranger
high walls and refurbished for more typical Nordic still, she is under the protection of the Jarl, and
living, it is a mighty keep of brass and stone. Markarth has armed guards stationed near her hut. The
is also home to a rich silver mine, making it an Orcs suspect the Jarl has formed some sort of
economic powerhouse of trade for jewelry and silver agreement with her to drive them out.
weaponry.
2 Long deactivated or dormant Dwemer machines
The land has throughout the eras been hotly are beginning to function once again all over
disputed, with the blood of Snow Elves, Dwemer, Markarth. Worse still, there are rumblings below
Reachfolk, and Nords all vying for control. The region the city, and steam has even blasted through the
is known for its history of lawlessness, freedom, and ground in scalding geysers on occasion, as if
its many, many conflicts for control of it. For the some great machine is stirring under the very
Reachfolk who constantly batter themselves against streets.
the stalwart Nords who hold power over the region,
3 Two rival tribes of Reachfolk are fighting over a
they see themselves as the rightful heirs to it. The
strange artifact: The head of an antlered
Nords, hailing as conquerors and warriors, see no
werewolf. Both tribes claim it is a sacred trophy
reason to ceed their claim to the Reach, and they will
belonging to one of their briarheart warriors.
die to keep it. The Reach is a hold ripe with adventure,
Their conflicts have gotten progressively more...
with Dwemer ruins, Reachfolk tribes, and rocky
feral.
landscapes that hide a story around every corner.
4 A band of Reachfolk are following a powerful
warrior wielding a fiery sword. The warrior
claims to be the Red Eagle reincarnated, and that
they will reclaim the hold.

CHAPTER 2: THE HOLDS OF SKYRIM 39


WHITERUN HOLD ADVENTURES IN WHITERUN
Capital: Whiterun In Whiterun, you might go on the following
adventures:
The central hold of Skyrim, Whiterun is a place of
rolling plains of grassy tundra. The hold is a hub of
trade with many well-maintained roads, many of them Whiterun Adventures
leading to the hold’s capital, the city of Whiterun. This
city is full of history and landmarks, including d4 Description
Jorrvaskr, the mead hall of the Companions made from 1 A Greybeard has descended from the Throat of
Ysgramor’s own boat, the Skyforge, an ancient place of the World and is staying in Riverwood. He has
metalworking older than the city itself, the not spoken or communicated at all (save for
Gildergreen, an old tree planted by followers of shouting a Sabre Cat to death), but seems to be
Kynareth when the city was founded. Most famous, waiting for something or someone.
however, is the city’s castle of Dragonsreach, an
2 A disgraced, but powerful member of the
ancient fortification built to capture and imprison a
Companions is now claiming to be the
dragon.
Ysgramorine, or Ysgramor reincarnated. They are
Outside of its capital city, Whiterun is dotted with gaining a small following, and a reputation for
small farms, most notably the village of Rorikstead. attacking Mer.
These farms supply much of Skyrim’s food to the other
3 The head of Numinex the dragon in
holds. The village of Riverwood stands as a barrier
Dragonsreach has begun to move and
between it and Falkreath, and is built along the White
occasionally growl in the deepest hours of night.
River, which runs through the hold. There are roads to
Farmers have also reported finding strange, deep
nearly every road, including one that connects to
holes in their fields, one claiming he saw a large
Haafingar through Dragon Bridge. Other notable
bone rise from the ground and fly towards the
landmarks include the Throat of the World, which it
city of Whiterun.
shares with The Rift, and Fort Greymoor, a military
settlement. In the tundra one can easily encounter 4 The child of the Jarl has gone missing. At the
giants herding mammoths, wild sabre cats, and other same time, a new, dangerous, masked
wildlife. The plains are also populated by ancient highwayman has been attacking people all over
barrows and crypts. Whiterun is a land of adventure Whiterun. Apparently, they have some super
and trade, and in order to get to other holds, you will powerful enchanted sword.
likely have to travel through it.

40 S H A D O W S OV E R S K Y R I M
WINTERHOLD ADVENTURES IN WINTERHOLD
Capital: The city of Winterhold In Winterhold, you might go on the following
adventures:
The northernmost hold in Skyrim, Winterhold, is also
the coldest and least hospitable. Its capital city, also
called Winterhold, is most known for the College of Winterhold Adventures
Winterhold. This school for mages is renowned
throughout Tamriel and is the only institution of d4 Description
learning for mages in Skyrim. In the 4th era, half of the 1 The College of Winterhold has been hiring
city fell into the Sea of Ghosts, but the college was left mercenaries to find a very specific tome: A lost
mysteriously unharmed. spellbook of Jagar Tharn, who left it behind
Few villages exist in Winterhold due to the bitter cold when he was hiding the pieces of the Staff of
and inhospitable landscape. Landmarks in the area Chaos.
include Shalidor’s Fortress of Ice, where the mage 2 Rumor has it a Sea Giant raiding ship full of
sought solitude from the world, the snow capped treasure has been shipwrecked on an ice floe
Mount Anthor, where the dragon Numinex did battle near the Broken Cape. Many would-be treasure
with Olaf One-Eye, and the rocky islands of the Broken hunters have gone missing in search of the ship.
Cape, the spot where Ysgramor and the Five Hundred 3 A college initiate, claiming to be descended from
Companions first made landfall in Skyrim. There is also
Shalidor himself, has gone missing near the
the Shrine of Azura, a towering statue built by the
Fortress of Ice.
Dunmer after emigrating to Skyrim. There are also the
ruins of Alftand, a large Dwemer ruin, and Saarthal, 4 Mount Anthor’s peak has been covered by a
site of the infamous Night of Tears. Winterhold is a terrible snowstorm for the past 3 weeks, even on
frozen land of secrets and magic, with more stories clear days. Any who attempt to reach the peak
than one might think hiding under the ice and snow. either never return or come back frostbitten,
confused, and with little memory of what
happened on the mountain.

CHAPTER 2: THE HOLDS OF SKYRIM 41


42 S H A D O W S OV E R S K Y R I M
CHAPTER 3: TREASURES

M
agical items in skyrim are harder to find The amulet has 3 charges and regains 1d3 charges
compared to the other regions of Tamriel, daily at dawn. While wearing the amulet, you can use
but they are by no means considered rare. an action to expend 1 of its charges to cast charm
Most often found deep inside old burials, person from it using your spell save DC.
these mystical objects that have been imbued with
strange forces will no doubt grant great power to AMULETS OF THE DIVINES
those who wield, use, or don them. Wondrous item, rarity varies (requires attunement)
The following section provides you with a myriad of These magic amulets are each blessed with the power
magic items for use in your adventures in the province of one of the Nine Divines. Each type of amulet is listed
of Skyrim, and the rest of Tamriel. The list includes below:
items of all rarities, ranging from common to world-
changing artifacts, which are presented at the end of Amulet of Akatosh (rare). The Divine of Time blesses
the Chapter. Note that Daedric Artifacts are considered you with a small share of borrowed time. On your
separate from Artifacts. All the items use the magic turn, you can speak the amulet’s command word to
items rules found in the core rule books. activate it for one minute. For the duration, you gain
an additional action on each of your turns. This action
can be used only to take the Attack (one weapon
MAGIC ITEM DESCRIPTIONS attack only), Dash, Disengage, Hide, or Use an Object
action. Once you activate the amulet, you cannot do so
The following magic items are presented in again until the next dawn.
alphabetical order.
Amulet of Arkay (rare). The Divine of Life and Death
AKATOSH’S TALON protects your mortal soul. Whenever you complete a
Weapon (maul), very rare (requires attunement) long rest, you gain temporary hit points equal to your
Endurance modifier + a roll on your largest Hit Die
Bestowed upon great and renowned warriors within (minimum 1 temporary hit point).
the ranks of the Imperial Legion. This heavy maul was
blessed by priests of Akatosh in the Cyrodiilic chantries Amulet of Dibella (rare). The Divine of Love and
of the Nine Divines. The dragon god of time himself Beauty gifts you with a share of her charms. The
shares part of his might with the wielder of this amulet has 3 charges. you can expend 1 charge as an
powerful sharp-edged hammer. action to cast the spell charm person (save DC 15), on
one creature that you can see without verbal or
While holding this magic weapon you gain a +2 somatic components. When the spell ends, the
bonus to attack and damage rolls made using it. When creature does not become aware that you charmed it.
a target is hit, dragonfire erupts from the weapon, The amulet regains 1d3 charges each dawn.
causing the target to burn for 2d6 fire damage.
Amulet of Julianos (uncommon). The Divine of Wisdom
While wielding this weapon, you can cast the and Logic blesses you with superior intellect.
Engulfing Breath spell at 3rd level. Once you use this Whenever you make a skill check using Intelligence
property, you cannot do so again until the next dawn. you can add 1d4 to the result of your roll.
Amulet of Kynareth (uncommon). The Divine of the
AMULET OF ARTICULATION
Sky and Wind blesses you with incredible speed. Your
Wondrous item, uncommon (requires attunement)
walking speed increases by 10 feet while wearing this
While you wear this magical necklace, you gain a +1 amulet.
bonus to AC. Additionally, you can add half your
Amulet of Mara (uncommon). The Divine of Fertility
proficiency bonus to any skill check you make that
and Compassion blesses you with her love. Whenever
relies on Personality. You can add this bonus even if
you regain hit points from a spell or a potion, you
you are already proficient in the skill.
regain 1d4 extra hit points.

CHAPTER 3: TREASURES 43
Amulet of Stendarr (rare). The Divine of Justice and Blessed ointment. On use, this oil allows you to add
Charity shields you from harm. As a bonus action, you an additional 1d4 to any ability check made within the
can speak the amulet’s command word to activate it next hour.
for one minute. For the duration, your armor class is
increased by 1, and any damage that you take is AURIEL’S SHIELD
reduced by 1d4. Once you activate the amulet, you Armor (shield), very rare, (requires attunement)
cannot do so again until the next dawn.
This moonstone shield was used by the elven god
Amulet of Talos (rare). The Divine of War empowers Auriel. While you are attuned to this shield and
you with combat prowess. As a bonus action, you can wearing it, you gain a +3 bonus to your armor class. In
speak the amulet’s command word to activate it for addition, whenever an attack misses your armor class
one minute. For the duration, you add 1d4 to all of your by 5 or more, you gain one shield charge. You can have
attack rolls, and your weapon attacks deal an up to five shield charges stored at a time, and the
additional 1d6 damage. Once you activate the amulet, shield loses all charges at dawn. As an action, you can
you cannot do so again until the next dawn. unleash all of the shield’s charges, forcing all creatures
Amulet of Zenithar (uncommon). The Divine of within 10 feet of you to make a DC 17 Agility saving
Commerce and Labor blesses you with a silver tongue. throw. On a failed save, they take 1d12 force damage
Whenever you make a skill check using Personality you per charge released, and are knocked prone. On a
can add 1d4 to the result of your roll. successful save, they take half as much damage and
are not knocked prone.
ANCIENT HELMET OF THE UNBURNED
Wondrous item, very rare BLACK BOOK (EPISTOLARY ACUMEN)
Wondrous item, legendary (daedric artifact of Hermaeus
This helmet appears to be ancient nordic in its Mora) (requires attunement)
appearance and is sporting two large antlers from both
sides of it. While wearing this ancient helmet, you This dreadful grimoire is covered with the dark eldritch
become resistant to fire damage and you have symbols of Hermaeus Mora, with countless ancient
advantage on saving throws against spells and effects pages. A low bljack mist emanates from the book at all
that involve fire damage. times, as well as an eerie drumming.
While attuned to this book, you can spend an hour
ARCHMAGE'S ROBES over the period of a long rest studying the book’s
Wondrous item, legendary, (requires attunement by contents, as if perfoming a ritual. If this process is
spellcaster) interrupted, you must start over from the beginning.
Doing so causes your mind to be exposed to the
These ceremonial robes have been worn by every
esoteric powers of Apocrypha. You mu0st make a
archmage of the College of Winterhold since its
Willpower saving throw (DC 17) or suffer a random
founding. While wearing these robes, your maximum
indefinite madness. On a successful save, you suffer
magicka increases by 10. In addition, you add your
from a temporary madness and you can choose from
spellcasting attribute modifier to the damage of all
one of the three boons below. Once the boon is
your spells, and you gain a +2 bonus to your spell save
accepted, the Black Book disappears, returning to
DC and spellcasting attack modifier.
Apocrypha.
ARKAY’S SACRED OIL ◈ Dragonborn Force. Grants you the knowledge of the
Potion, uncommon Unrelenting Force (Fus Ro Dah) shout. As an
action, you can use the Unrelenting Force shout as
Most commonly used by devoted priests of Arkay to described in Enemies of Elsweyr. Once you use this
treat the dead, a flask of this sacred oil can be used for property, you cannot do so again until the next
multiple other things as well. You can use an action to dawn.
apply the oil in one of the following ways: ◈ Dragonborn Flame. Grants you the knowledge of
Corpse balm. This oil will prevent a corpse from being the Fire Breath (Yol Toor Shul) shout. As an action,
revived in any way other than a wish spell. you can use the Fire Breath shout as described in
Enemies of Elsweyr. Once you use this property,
Turn undead. When applied to a weapon, this oil you cannot do so again until the next dawn.
forces undead to make a DC 14 Willpower saving throw ◈ Dragonborn Frost. Grants you the knowledge of the
or be frightened by you for 1 minute. The oil will last Frost Breath (Fo Krah Diin) shout. As an action, you
for up to 5 successful hits or until removed manually. can use the Frost Breath shout as described in
Healing salve. On use, this oil allows you to regain Enemies of Elsweyr. Once you use this property,
2d4 + 2 hit points. you cannot do so again until the next dawn.

44 S H A D O W S OV E R S K Y R I M
While attuned to the Black Book, you can spend ten Willpower saving throw (DC 17) or suffer a random
minutes reading from the book while performing a indefinite madness. On a successful save, you suffer
ritual. Upon completion, black tendrils sprout forward from a temporary madness and you can choose from
from the book, enveloping you, and transporting you one of the three boons below. Once the boon is
to Apocrypha. accepted, the Black Book disappears, returning to
Apocrypha.
BLACK BOOK (FILAMENT AND FILIGREE) ◈ Mora’s Agony. As an action, you can summon a 20
Wondrous item, legendary (daedric artifact of Hermaeus feet square of writhing tentacles for 1 minute. The
Mora) (requires attunement) area is considered difficult terrain and creatures
This dreadful grimoire is covered with the dark eldritch within the area must succeed on an Endurance
symbols of Hermaeus Mora, with countless ancient saving throw (DC 17) or be poisoned. Once you use
pages. A low black mist emanates from the book at all this property, you cannot do so again until the next
times, as well as an eerie drumming. dawn.
◈ Mora’s Grasp. As an action, you can and attempt to
While attuned to this book, you can spend an hour freeze a creature between Oblivion and Tamriel.
over the period of a long rest studying the book’s The target must succeed on a Willpower saving
contents, as if perfoming a ritual. If this process is throw (DC 17) or become incapacitated, immune to
interrupted, you must start over from the beginning. all damage, and unable to act for 1 minute. Once
Doing so causes your mind to be exposed to the you use this property, you cannot do so again until
esoteric powers of Apocrypha. You must make a the next dawn.
Willpower saving throw (DC 17) or suffer a random ◈ Mora’s Boon. As an action, you restore all Health,
indefinite madness. On a successful save, you suffer Magicka, and any other class resources such as
from a temporary madness and you can choose from focus points, stamina, or tactical dice. Once you
one of the three boons below. Once the boon is use this property, you cannot do so again until the
accepted, the Black Book disappears, returning to next dawn.
Apocrypha.
While attuned to the Black Book, you can spend ten
◈ Secret of Strength. As an action, you gain advantage minutes reading from the book while performing a
on attack rolls for 1 minute. Once you use this ritual. Upon completion, black tendrils sprout forward
property, you cannot do so again until the next from the book, enveloping you, and transporting you
dawn. to Apocrypha.
◈ Secret of Arcana. As an action, your spells cost no
magicka for 1 minute. Once you use this property,
BLACK BOOK (THE SALLOW REGENT)
you cannot do so again until the next dawn.
Wondrous item, legendary (daedric artifact of Hermaeus
◈ Secret of Protection. As an action, you gain
Mora) (requires attunement)
resistance to all damage for 1 minute. Once you
use this property, you cannot do so again until the This dreadful grimoire is covered with the dark eldritch
next dawn. symbols of Hermaeus Mora, with countless ancient
pages. A low black mist emanates from the book at all
While attuned to the Black Book, you can spend ten
times, as well as an eerie drumming.
minutes reading from the book while performing a
ritual. Upon completion, black tendrils sprout forward While attuned to this book, you can spend an hour
from the book, enveloping you, and transporting you over the period of a long rest studying the book’s
to Apocrypha. contents, as if perfoming a ritual. If this process is
interrupted, you must start over from the beginning.
BLACK BOOK (THE HIDDEN TWILIGHT) Doing so causes your mind to be exposed to the
Wondrous item, legendary (daedric artifact of Hermaeus esoteric powers of Apocrypha. You must make a
Mora) (requires attunement) Willpower saving throw (DC 17) or suffer a random
indefinite madness. On a successful save, you suffer
This dreadful grimoire is covered with the dark eldritch from a temporary madness and you can choose from
symbols of Hermaeus Mora, with countless ancient one of the three boons below. Once the boon is
pages. A low black mist emanates from the book at all accepted, the Black Book disappears, returning to
times, as well as an eerie drumming. Apocrypha.
While attuned to this book, you can spend an hour ◈ Seeker of Might. You gain a +2 bonus to attacks.
over the period of a long rest studying the book’s ◈ Seeker of Sorcery. All your spells cost 2 less magicka
contents, as if perfoming a ritual. If this process is to cast, to a minimum of 1.
interrupted, you must start over from the beginning. ◈ Seeker of Shadows. You gain a +2 bonus to Agility
Doing so causes your mind to be exposed to the (Stealth) and Agility (Sleight of Hand) checks.
esoteric powers of Apocrypha. You must make a

CHAPTER 3: TREASURES 45
While attuned to the Black Book, you can spend ten BLACK BOOK (WAKING DREAMS OF A
minutes reading from the book while performing a STARLESS SKY)
ritual. Upon completion, black tendrils sprout forward Wondrous item, legendary (daedric artifact of Hermaeus
from the book, enveloping you, and transporting you Mora) (requires attunement)
to Apocrypha.
This dreadful grimoire is covered with the dark eldritch
BLACK BOOK (UNTOLD LEGENDS: THE symbols of Hermaeus Mora, with countless ancient
pages. A low black mist emanates from the book at all
OTHER LIVES OF YSGRAMOR) times, as well as an eerie drumming.
Wondrous item, legendary (daedric artifact of Hermaeus
Mora) (requires attunement) While attuned to this book, you can spend an hour
over the period of a long rest studying the book’s
This dreadful grimoire is covered with the dark eldritch
contents, as if perfoming a ritual. If this process is
symbols of Hermaeus Mora, with countless ancient
interrupted, you must start over from the beginning.
pages. A low black mist emanates from the book at all
Doing so causes your mind to be exposed to the
times, as well as an eerie drumming.
esoteric powers of Apocrypha. You must make a
While attuned to this book, you can spend an hour Willpower saving throw (DC 17) or suffer a random
over the period of a long rest studying the book’s indefinite madness. On a successful save, you suffer
contents, as if perfoming a ritual. If this process is from a temporary madness and you can choose any
interrupted, you must start over from the beginning. two of your Attribute Scores and switch their score
Doing so causes your mind to be exposed to the with the other until you finish a long rest or you
esoteric powers of Apocrypha. You must make a perform this ritual again. At a total of five uses, the
Willpower saving throw (DC 17) or suffer a random Black Book disappears, returning to Apocrypha.
indefinite madness. On a successful save, you suffer
While attuned to the Black Book, you can spend ten
from a temporary madness and you can choose from
minutes reading from the book while performing a
one of the three boons below. Once the boon is
ritual. Upon completion, black tendrils sprout forward
accepted, the Black Book disappears, returning to
from the book, enveloping you, and transporting you
Apocrypha.
to Apocrypha.
◈ Bardic Knowledge. As an action, you can summon a
spectral drum that plays a low beat. The drum is BLACK BOOK (THE WINDS OF CHANGE)
immune to all damage and grants all friendly Wondrous item, legendary (daedric artifact of Hermaeus
creatures of your choice 10 additional movement Mora) (requires attunement)
speed for 1 minute. Once you use this property, you
cannot do so again until the next dawn. This dreadful grimoire is covered with the dark eldritch
◈ Black Market. As an action, you can summon a symbols of Hermaeus Mora, with countless ancient
dremora merchant from Oblivion. The merchant pages. A low black mist emanates from the book at all
will purchase any items you wish to sell, giving times, as well as an eerie drumming.
viable currency in return. Once the transaction is While attuned to this book, you can spend an hour
complete, the dremora disappears. If the dremora over the period of a long rest studying the book’s
is summoned during combat, they will refuse to contents, as if perfoming a ritual. If this process is
trade and disappear. Once you use this property, interrupted, you must start over from the beginning.
you cannot do so again until the next dawn. Doing so causes your mind to be exposed to the
◈ Secret Servant. As an action, you summon a esoteric powers of Apocrypha. You must make a
dremora butler from Oblivion. The butler will carry Willpower saving throw (DC 17) or suffer a random
any items you wish, within reason. Once all items indefinite madness. On a successful save, you suffer
are handed over, the dremora disappears. If the from a temporary madness and you can choose from
dremora is summoned during combat, they will one of the three boons below. Once the boon is
refuse to speak and disappear. Once you use this accepted, the Black Book disappears, returning to
property, you cannot do so again until the next Apocrypha.
dawn.
◈ Companion’s Insight. As a bonus action, you choose
While attuned to the Black Book, you can spend ten a number of creatures equal to your proficiency
minutes reading from the book while performing a bonus that you can see. For 1 minute, each target
ritual. Upon completion, black tendrils sprout forward automatically succeeds at saving throws you force
from the book, enveloping you, and transporting you them to make.
to Apocrypha. ◈ Lover’s Insight. You gain advantage on Personality
(Deception) and Personality (Persuasion) checks
against creatures of the opposite sex.

46 S H A D O W S OV E R S K Y R I M
◈ Scholar’s Insight. You gain one additional skill worn by a loved one, and the pair must be attuned to
proficiency of their choice. within 10 feet of each other. While attuned the ring
along with a loved one, you can add your proficiency
While attuned to the Black Book, you can spend ten
bonus to the amount of hit points you heal from spells.
minutes reading from the book while performing a
Additionally, while you are within 30 feet of the
ritual. Upon completion, black tendrils sprout forward
creature attuned to the other ring, you gain a +2 bonus
from the book, enveloping you, and transporting you
to your AC.
to Apocrypha.
BRIAR HEART
BLACKWATER BLADE Wondrous item, very rare (attunement optional)
Weapon (longsword), rare, (requires attunement)
This magical plant can be used as an ingredient for
This longsword is traditionally wielded by the leader of
alchemy, or used in a ritual to become a Briarheart. If
the Blackwater Brigands. When you hit a creature with
mixed into a potion, the potion will cause the drinker
this sword, it must succeed a DC 15 Endurance saving
to regain 2d4+2 magicka points and their armor class
throw or have its speed reduced by 10 feet, while your
and maximum magicka will be increased by 2 for 1
speed increases by 10 feet, for the next minute. You
hour, along with the potion's normal effects. If used in
can’t gain any additional speed from this item for the
a ritual to become a Briarheart, you will be considered
duration.
attuned to the item at the completion of the ritual, as
your heart is replaced with the plant. The ritual is a
BLADE OF SACRIFICE difficult and deadly one, known only to hagravens and
Weapon (dagger), uncommon the most powerful shamans and hags in the reach.
This magical ebony dagger is used in rituals that honor While attuned to the briar heart your creature type is
Boethiah. When you attack with this weapon, any hit changed to undead and you gain the following
you score against a creature that is charmed by you or benefits:
trusts you with its life is a critical hit, and the target
takes an additional 1d6 necrotic damage. ◈ You add your Endurance modifier to your armor
class (minimum of +1).
◈ Your walking speed increases by 10 feet.
BLOODCURSED ELVEN ARROW
◈ You have advantage on death saving throws
Ammunition, very rare
◈ You are immune to poison damage, and you are
This cursed arrow was crafted by soaking an elven immune to the charmed, frightened, and poisoned
arrow in the blood of a Daughter of Coldharbour. conditions. In addition, you cannot gain levels of
When you hit a creature with this arrow, it takes an exhaustion.
additional 3d10 necrotic damage.
If your attunement to the briar heart ever ends or if it
is removed from your chest, you die instantly.
BOLAR’S OATHBLADE
Weapon (katana), uncommon (requires attunement) A creature can remove the heart if they are within 5
feet of you and make an Agility (Sleight of Hand)
This katana has 5 charges. When you hit a creature check, the DC of which is your passive Perception
with this weapon, you can expend 1 charge to force the score. If you can see or hear the creature attempting to
creature to make a DC 15 Willpower saving throw. On a do this, they have disadvantage on the check.
failed save, the creature becomes frightened of you.
While frightened in this way, the creature must take
the Dash action and move away from you by the safest
and shortest available route, unless there is nowhere
to move. Once the target can no longer see or hear you
or is 60 feet away from you, it can make another
Willpower saving throw. On a success, the effect ends.
The katana regains 1d4+1 charges each dawn.

THE BONDS OF MATRIMONY


Ring, rare (requires attunement by a priest of Mara)
These enchanted rings come in pairs, blessed by Mara,
they serve as a symbol of marriage. The rings will
therefore only hold power when properly used in a
ceremony of marriage and until death or divorce.
Attunement to the ring requires the other ring to be

CHAPTER 3: TREASURES 47
CHAMPION’S CUDGEL DAWNGUARD RUNE SHIELD
Weapon (maul), rare (requires attunement) Shield, rare (requires attunement)
This magic hammer is the weapon of Falx Carius, the Yet another reminiscence of the ancient Dawnguard
general at Fort Frostmoth. When you hit a creature armory, this steel shield is inscribed with magical
with this magic hammer, roll a 1d8 on the Extra runes that imbue the item with power. This shield
Damage table below. The result of the 1d8 roll grants its wielder a +2 bonus to AC, which is doubled
determines the type and amount of extra damage the against vampires.
hammer does, if any:
The Dawnguard Rune Shield has 3 charges, and it
Extra Damage regains all expended charges daily at dawn. As a
d8 Description reaction, while holding the shield, you can expend a
1 No extra damage charge to power the item and increase your AC by 2
until the start of your next turn. Additionally, when
2 1d4 fire damage powered this way, if a creature hits you with a melee
3 1d4 cold damage attack, the creature takes 1d4 radiant damage.
4 1d4 lightning damage
DIADEM OF THE SAVANT
5 1d4 fire damage and 1d4 cold damage Wondrous item, legendary (requires attunement by a
6 1d4 lightning damage and 1d4 fire damage spellcaster)
7 1d4 cold damage and 1d4 lightning damage This gold circlet is set with a garnet and two opals that
sheens with magical potential.
8 1d4 cold damage, 1d4 fire damage and 1d4
lightning damage. The circlet has 3 charges. When you cast a spell of
5th level or lower, you can expend a charge to have
DAWNGUARD RUNE AXE that spell cost no magicka. The circlet regains 1d4 - 1
Weapon (handaxe), rare (requires attunement) charges daily at dawn.
A remnant from the ancient Dawnguard, this handaxe
is inscribed with runic magic designed to ward off the DRAGONBANE
undead. You gain a +1 bonus to attack and damage rolls Weapon (katana), legendary
made with it. When you hit a vampire with this Found abandoned in the ancient Blades stronghold of
weapon, the target takes an extra 1d6 slashing damage. Sky Haven Temple, Dragonbane is an Akaviri katana
When you hit an undead with this weapon, the target which is especially effective against dragons. Magical
is marked for 1 minute. When a creature dies while lightning flickers across the blade and helps make it
under this effect, attacks made with this weapon deal effective against other types of enemies as well.
an extra 1d8 radiant damage until the end of your next You gain a +1 bonus to attack and damage rolls made
turn. with this magic weapon. When you hit a creature, it
takes an extra 2d6 lightning damage.
DAWNGUARD RUNE HAMMER When you hit a dragon with this weapon, the dragon
Weapon (maul), rare (requires attunement)
takes an extra 3d6 slashing damage. For the purpose of
Another piece of ancient Dawnguard equipment, this this weapon, "dragon" refers to any creature with the
hammer is inscribed with runic magic designed to dragon type.
combat the undead. You gain a +1 bonus to attack and
damage rolls made with it. When you hit a vampire DRAGON PRIEST MASK
with this weapon, the target takes an extra 1d6 Wondrous item, rarity varies (requires attunement)
bludgeoning damage.
These ancient masks were worn by the greatest of the
The maul has 3 charges, and it regains 1d3 expended Dragon Priests, leaders of the ancient Dragon Cult.
charges daily at dawn. As a bonus action,you can Each bears the name of its owner and is enchanted to
expend 1 charge to place a rune on a 5-foot square up grant great boons onto whoever wears it. There are
to 30 feet away. The rune will trigger if any creature or thirteen masks known to exist, with the two most
object moves within 5 feet of it, forcing all creatures powerful being Miraak, which bears the name of the
within 10 feet of the rune to make a DC 15 Agility first dragonborn and Konahrik, the mysterious golden
saving throw. A creature takes 2d6 fire damage on a mask. The remaining eleven masks are powerful in
failed save, and half as much on a successful one. The their own right, each worn by the most powerful
rune harmlessly fades after an hour has passed, and Dragon Priests who ruled over Skyrim.
placing a new rune causes any existing ones to
disappear.

48 S H A D O W S OV E R S K Y R I M
Ahzidal (Legendary). This ebony mask bears the name The mask regains 1d4 charges daily at dawn.
of Ahzidal, which means “embittered destroyer” in Additionally, you can expend a charge when casting a
Dovahzul. The mask’s namesake was the first great spell to increase that spell’s level by 1 without spending
enchanter among the Nords, learning magic to take extra magicka.
vengeance upon the elves that burned his home to the
Nahkriin (Legendary). This ebony mask bears the
ground. His fiery anger is reflected in this mask. While
name of Nahkriin, which means “vengeance” in
wearing this mask, you have resistance to fire damage.
Dovahzul. Its namesake guards the portal to Sovngarde
Additionally, whenever you deal fire damage, you can
at Skuldafn, and may have been the personal servant of
deal extra necrotic damage equal to half the damage
Alduin himself. It greatly empower’s the wearers
dealt. When you cast a spell that deals damage, you
abilities with destruction, necromancy, and
can change the damage type to fire for the duration of
conjuration magic. While wearing this mask, you can
the spell. Once used, this ability can't be used again
cast destruction, necromancy, and conjuration spells
until the next dawn.
for a magicka cost equal to half the spell’s level to a
Dukaan (Legendary). This ebony mask bears the name minimum of 1. Additionally, you gain a +1 bonus to
of Dukaan, which means “dishonored” in Dovahzul. your spell save DC and spell attack rolls when casting a
The mask was worn by one of the priests that became destruction, necromancy, or conjuration spell.
a follower of Miraak, and is enchanted with deadly
Otar (Rare). This malachite mask bears the name of
frost magic. While wearing this mask, you have
Otar, or more specifically, Otar the Mad. Once a
resistance to cold damage. Additionally, whenever you
benevolent ruler, this mask’s namesake went
deal cold damage, you can deal extra necrotic damage
completely mad and had to be sealed away by the
equal to half the damage dealt. When you cast a spell
heroes Saerek and Torsten. The mask itself grants
that deals damage, you can change the damage type to
protection from fire, lightning, and ice. While wearing
cold for the duration of the spell. Once used, this
this mask, you gain a +1 bonus to AC and have
ability can't be used again until the next dawn.
resistance to fire, cold, and lightning damage.
Hevnoraak (Rare). This iron mask bears the name of
Rahgot (Legendary). This orichalcum mask bears the
the Dragon Priest Hevnoraak, with “hevno” meaning
name Rahgot, which means “anger” in Dovahzul. The
“brutal” in Dovahzul. The mask’s namesake was
mask’s namesake was a cruel and cunning man,
obsessed with making sure he would be resurrected in
ordering the mass suicide of his worshipers to strike
his undead form, and his mask is enchanted to protect
fear into an army besieging him. The mask itself
the wearer from plague and poisons that may bring
increases the wearer’s speed and athleticism. While
about an early demise. While wearing this mask, you
wearing this mask, when you take the attack action
are immune to poison damage, as well as the poisoned
you can make another attack with a melee weapon as
and intoxicated conditions. You also are immune to
a part of the same action. Additionally, your movement
diseases, and any diseases you have are cured until the
speed is increased by 10 feet and you cannot gain more
mask is removed.
than 5 levels of exhaustion.
Krosis (Very Rare). Green with age, this iron mask
Vokun (Legendary). This steel mask bears the name
bears the name of Krosis, which means “sorrow” in
Vokun, which means “shadow” in Dovahzul. Little is
Dovahzul. The history of its namesake is a mystery,
known about its namesake, befitting the name
with no barrow or tomb to call their own. It empowers
“shadow”. It greatly empowers the wearer's abilities
skills of thievery, assassination, and alchemy.. While
with destruction, necromancy, and conjuration magic.
wearing this mask, you have proficiency in Agility
While wearing this mask, you can cast alteration,
(Stealth), Agility (Sleight of hand), thieves’ tools,
mysticism, and illusion spells for a magicka cost equal
alchemist’s supplies, and poisoner’s kit, and your
to half the spell’s level to a minimum of 1. Additionally,
proficiency bonus is doubled for any ability check you
you gain a +1 bonus to your spell save DC and spell
make that uses these proficiencies. Additionally, you
attack rolls when casting an alteration, mysticism, or
gain a +1 bonus to attack and damage rolls made with
illusion spell.
ranged weapons and weapons with the finesse
property. Volsung (Very Rare). This corundum mask bears the
name Volsung, with “vol” meaning “horror” in
Morokei (Very Rare). This moonstone mask bears the
Dovahzul. Its namesake was interred at Volskygge, and
name of Morokei, which means “glorious” in Dovahzul.
was a powerful mage. The mask grants a rather odd
Its namesake was a powerful mage, and wielded the
set of abilities to its wearer. While wearing this mask,
legendary Staff of Magnus. The mask itself grants
you add your proficiency bonus to any Personality
additional magicka to its wearer should they become
check you make. In addition, you gain a swim speed
sapped of their energy. This mask has 3 charges. While
equal to your walking speed along with the ability to
wearing this mask, on your turn, you can expend a
breathe underwater, and count as one size larger when
charge to restore 2d4 magicka (no action required).
determining your carrying capacity and the weight you

CHAPTER 3: TREASURES 49
can push, drag, or lift. While wearing this mask, you ◈ You can use an action to hurl the fire salts up to 30
have proficiency in persuasion, intimidation, feet away. When the fire salts land, they explode
deception, and performance and your proficiency into a roaring fire that fills a 5 feet cube. Any
bonus is doubled for any ability check you make that creature in the fire’s space when it appears or that
uses these proficiencies. Additionally, as an action, you ends its turn there must make a DC 13 Agility
can attempt to charm a creature within 10 feet of you saving throw or take 1d6 fire damage. The fire lasts
who can hear and see you. The target must make a 10 minutes unless it is extinguished, and will ignite
DC17 Personality saving throw, and does so with any flammable objects it touches.
advantage if you or your companions are fighting it. ◈ You can mix fire salts into a potion. This will cause
On a failed save, the creature becomes charmed by the the potion to give whoever drinks it resistance to
wearer for 8 hours. If the target’s saving throw is fire damage but vulnerability to cold damage for
successful or the effect ends, the creature is immune the next 10 minutes, on top of the potion’s existing
to this effect for the next 24 hours and the target does effects.
not know they were affected by magic.
Zahkriisos (Legendary.) This ebony mask bears the FIRSTBLADE
name of Zahkriisos, which means “sword blood” in Weapon (shortsword), melee weapon, very rare (requires
Dovahzul. Fitting its namesake, its wearer was interred attunement)
in Bloodskal Barrow, which housed the mysterious You gain a +2 bonus to attack and damage rolls made
Bloodskal Blade. The mask grants the wearer greater with this weapon. It has the reach property. When you
power with lightning magic. While wearing this mask, hit with a melee attack using this weapon, a tentacle
you have resistance to lightning and thunder damage. sprouts from the blade to lash at the target, dealing an
Additionally, whenever you deal lightning or thunder extra 1d12 necrotic damage and the target’s movement
damage you can deal additional necrotic damage equal speed is reduced by 5 feet until the end of its next turn,
to half the damage dealt. When you cast a spell that and, until the start of your next turn, you can take the
deals damage you can change the damage type to disengage action as a bonus action.
lightning or thunder for the duration of the spell. Once
used, this ability can't be used again until the next FROSTHEART BLOSSOM
dawn. Wondrous Item, uncommon

DWEMER MITER This rare herb grows along the 7.000 steps of the
Wondrous item, uncommon (requires attunement) Throat of the World and has potent healing traits.
When consumed, it grants resistance to cold damage, a
This odd dwemer helmet was used for thought number of temporary hit points equal to your level +
projection over long distances, but it grants a small your endurance modifier and it heals for 3d8 + 3 hit
amount of power to those that wear it. While wearing points. Additionally, it cures all curses and diseases
this helm, you can use an action to cast detect when consumed.
thoughts (save DC 13). As long as you maintain
concentration on the spell, you can use a bonus action FROST SALTS
to send a telepathic message to a creature you are Wondrous item, uncommon
focused on. It can use a bonus action to reply while
your focus on it continues. In addition, you can cast This collection of small, cold, blue crystals is the
message from this item at will without verbal, somatic, essence of a frost atronach. Frost salts can be used in
or material components. any of the following ways, and the salts are consumed
after taking effect:
FIRE SALTS ◈ You can use the frost salts to coat one weapon or
Wondrous item, uncommon up to three pieces of ammunition. Applying the
salts takes an action. A creature hit by the weapon
This collection of small, red-hot crystals is the essence
or ammunition takes 2d4 cold damage, and then
of a fire atronach. Fire salts can be used in any of the
the salts dissolve. Once applied, the frost salts last
following ways, and the salts are consumed after
for 1 minute before dissolving.
taking effect:
◈ You can use an action to hurl the frost salts up to
◈ You can use the fire salts to coat one weapon or up 30 feet away. When the frost salts land, they
to three pieces of ammunition. Applying the salts explode into a chilling blast. Each creature within 5
takes an action. A creature hit by the weapon or feet of where the salts landed must make a DC 13
ammunition takes 2d4 fire damage, and then the Agility saving throw, or take 1d8 cold damage. In
salts dissolve. Once applied, the fire salts last for 1 addition, all nonmagical flames within 10 feet of
minute before dissolving. where the salts landed are extinguished.

50 S H A D O W S OV E R S K Y R I M
◈ You can mix frost salts into a potion. This will HOARFROST
cause the potion to give whoever drinks it Weapon (war pick), very rare (requires attunement)
resistance to cold damage but vulnerability to fire
damage for the next 10 minutes, on top of the When you hit with an attack using this magic pick, the
potion’s existing effects. target takes an extra 1d6 cold damage, and it has its
movement speed halved until the end of its next turn.
When you attack a creature with this weapon and roll
THE GAULDUR AMULET a 20 on the attack roll, it is frozen (see Legionnaire's
Wondrous Item, very rare (requires attunement)
Guide to Cyrodiil) in ice until the end of its next turn.
Renowned Archmage Gauldur owned this carefully
crafted amulet during the First Era. His three sons IRONHAND GAUNTLETS
grew power hungry and killed their father in his sleep Wondrous item, uncommon (requires attunement)
in order to divide his fragmented amulet among them.
Restored during the Fourth Era, the amulet once again While you wear both of these iron gauntlets, you have
holds its undivided potential. proficiency with all melee weapons that have the two-
handed or versatile properties, and any non-magical
While attuned to the amulet, you gain the following melee weapon with those properties that you wield
benefits: with two hands counts as magical for the purposes of
◈ Fortify Magicka. Your magicka maximum is overcoming resistance and immunity to nonmagical
increased by 10. attacks and damage.
◈ Fortify Health. Your hit point maximum is
increased by 20. KINDLEPITCH
◈ Fortify Stamina. Your Endurance attribute score is Wondrous item, very rare
increased by 2. This vial of highly flammable, sticky powder is known
to be very volatile when it is disturbed. As an action,
GHOSTBLADE you can throw this flask up to 60 feet, shattering on
Weapon (any blade), very rare (requires attunement) impact. When the flask shatters or is violently shaken,
This ethereal weapon can pass through solid objects each creature within 20 feet of it must make a DC 16
and structures that are less than 6 inches thick, Agility saving throw. On a failed save, a target takes
including cover, and it deals force damage instead of 2d6 fire damage plus 2d6 thunder damage, and starts
its normal damage. In addition, when you use this burning (see Legionnaire’s Guide to Cyrodiil). On a
blade to attack a creature wearing armor, you treat successful save, a target takes half as much damage
their armor class as if they were unarmored. and is not subjected to the burning condition.
Structures and objects that are not being worn or
GLOVES OF THE PUGILIST carried take twice as much damage, and are set on fire.
Wondrous item, uncommon (requires attunement) The ground within 10 feet of where the flask was is
also set on fire for 1 minute or until extinguished, and
These fur and leather gloves glow red with arcane any creature starting their turn in this fire takes 1d4
power. When you wear these gloves, you gain a +1 fire damage.
bonus to attack and damage rolls made with unarmed
strikes, and any damage you deal with an unarmed MERIDIA’S BRILLIANCE
strike is considered magical for the purposes of Wondrous item, rare
overcoming resistance and immunity to nonmagical
attacks and damage. This orb of blue crystal shimmers in the light of
Magnus and gives off a comforting aura.
HARKON’S SWORD The orb has 3 charges. While holding this orb, you
Weapon (katana), rare, (requires attunement) can use an action to speak a command word for the
This katana is wielded in battle by the vampire lord orb to gain the effects of the daylight spell.
Harkon, and its hilt is adorned with symbols of Molag Alternatively, you can use an action to expend a charge
Bal. When attuned to this item, you gain a +1 bonus to and cause a flash of brilliant sunlight to be produced
attack and damage rolls made with it, and it deals an by the orb. Each creature other than you in a 30 foot
additional 1d6 necrotic damage on a hit. If you are a radius centered on the orb must make a DC15
vampire, you regain hit points equal to the necrotic Endurance saving throw. On a failure, a target takes
damage dealt, and you can make an additional attack 4d10 radiant damage and is blinded. On a success, a
with this weapon as a bonus action if you hit a creature takes half damage but suffers no other effect.
creature with it on your turn. A blinded creature can repeat the saving throw at the
start of each of its turns, ending the effect on a
success. Undead and oozes have disadvantage on this

CHAPTER 3: TREASURES 51
saving throw. Magical darkness within the radius NETHERROOT
created by spells under 5th level is also dispelled. The Wondrous item, rare
orb regains 1d4-1 charges daily at dawn.
This strange plant is only found in blackreach, and is
filled with necrotic energy. When mixed into a potion,
MIRAAK’S ROBES it causes the potion to give the drinker enhanced
Wondrous item, very rare (requires attunement)
power in necromantic spells, on top of the potion’s
These robes have 3 charges. While wearing these robes, normal effects. For the next 10 minutes, whenever you
you can use a reaction when you take damage, you can cast a necromancy spell, you cast the spell as if it was
expend a charge to make the robes spray horrid cast one level higher, for example, if you cast a 3rd
tendrils in all directions. Each creature within 5 feet of level spell, it will be cast as a 4th level spell without
you must succeed on a DC 15 Willpower saving throw any extra magicka being spent. In addition, all spells
or take 2d10 psychic damage and be frightened of you you cast that deal necrotic damage deal one extra die
for 1 minute. On a success, it takes no damage and of damage.
can’t be frightened this way for 1 hour. The robes
regain 1d4-1 charges daily at dawn. NIGHTINGALE BLADE
Weapon (shortsword), very rare (requires attunement)
MIRAAK’S STAFF This magic shortsword is one of the weapons of the
Staff, very rare (requires attunement)
Nightingales, guardians of the Twilight Sepulcher. You
As an action, you can spray venomous tentacles at a gain a +2 bonus to attack and damage rolls made with
target within 30 feet of you. Make a ranged spell attack this weapon. It has 3 charges. When you hit a creature
against the target. On a hit, the target takes 2d10 with this weapon, you can expend 1 charge to quickly
poison damage and 2d10 necrotic damage and must curse the creature until the end of your next turn.
succeed on a DC 15 Endurance saving throw or be While cursed, the target has disadvantage on all attack
poisoned. On a success they can’t be poisoned in this rolls and saving throws, and if they attempt to hit you
way for 1 hour. A poisoned creature can repeat the with an attack roll and miss, you regain hit points
saving throw at the start of each of its turns, ending equal to half the damage the attack would have dealt.
the effect on a success. The blade regains 1d3 expended charges daily at the
stroke of midnight.
NERVESHATTER
Weapon (maul), very rare (requires attunement) NIGHTINGALE BOW
Weapon (shortbow), legendary, (requires attunement)
Forged in the Shivering Isles from both madness ore
and amber, the horrific maul known as Nerveshatter This ebony bow belongs to members of the Nightingale
allows its wielder to harness daedric power. You gain a Trinity, the three chosen thieves of Nocturnal. You gain
+3 bonus to attack and damage rolls made with this a +3 to attack rolls made with this magic bow, any
magic maul. Nervsehatter has 6 charges, and regains arrow you fire from it deals an additional 1d6 lightning
all expended charges daily at dawn. You can use the damage and 1d6 cold damage, and on a critical hit, the
charges in the following way while holding it: target’s speed is halved until the start of your next
◈ Weakness to Shock. On a hit, you can choose to turn. Any attack roll you make against a target that
expend one charge. The target creature must cannot see or hear you with this bow is a critical hit on
succeed on a DC 16 Endurance saving throw or a roll of 19 or 20.
become vulnerable to lightning damage for 1
minute. If the creature was resistant to lightning POTION OF BLOOD
damage, it instead loses its resistance. When a Potion, rare
creature succeeds on this saving throw, it is This potion appears as a dark crimson liquid. Vampires
immune to this effect for the next hour. Creatures are known to carry vials of these potions with them
that are immune to lightning damage and drink them as a ration as to not need to seek out
automatically succeed on the saving throw. prey and feed off of humanoids. Not merely the blood
◈ Shocking strike. As a bonus action, you expend 2 of a hapless innocent, this particular brew magically
charges to overcharge Nerveshatter. For 1 minute, prolongs the blood from soiling.
the weapon deals an extra 2d6 lightning damage to
any target it hits. When you drink this potion, if you are a vampire, you
◈ Lightning Bolt. As an action, you expend 3 charges treat this potion as if it were a single day’s ration or
to cast the lightning bolt spell (spell save DC 16) at feeding. Drinking this potion staves off gaining an
3rd level. increased stage of vampirism.

52 S H A D O W S OV E R S K Y R I M
RED EAGLE’S BLADE RUIN’S EDGE
Weapon (longsword), legendary (requires attunement) Weapon (longbow), legendary (requires attunement)
This ancient Reachman longsword is wreathed in fire. This dark and twisted bow is a signature weapon of the
It was the weapon of the legendary Reachman Faolan, unforgiving region that is Dementia. You gain a +3
or “Red Eagle.” The sword has two forms, and what bonus to attack and damage rolls made with this
form it starts in depends on the person who attunes to magic longbow. The bow holds 5 charges and it regains
it. Red Eagle or any of his direct descendants will all expended charges daily at dawn. On a hit, you can
access the sword’s second form, Bane, immediately, choose to expend one charge to apply a random effect
while all other creatures that attune to it will access to the attack. Roll a d6, the target creature must
the sword’s first form, Fury. In order to access the succeed on a DC 15 Willpower saving throw or suffer
second form without being Red Eagle or one of his one of the following random effects:
descendants, you must use this blade to slay Red Eagle
Random Effects
himself and become the new Red Eagle, or you must
slay 1,000 creatures in one day with it while nude. d6 Effect
1 Ruin’s Burden. The target’s movement is halved
Fury. You can use a bonus action to speak this magic until the end of its next turn.
sword's command word, causing flames to erupt from
the blade. These flames shed bright light in a 40-foot 2 Ruin’s Fury. The target must use its action on its
radius and dim light for an additional 40 feet. While next turn to attack the nearest creature that it
the sword is ablaze, it deals an extra 2d6 fire damage can see or hear.
to any target it hits. The flames last until you use a 3 Ruin’s Fear. The target becomes frightened by
bonus action to speak the command word again or you until the end of its next turn.
until you drop or sheathe the sword. In addition, you
4 Ruin’s Silence. The target is unable to produce
gain a +2 bonus to attack and damage rolls made with
any sounds until the end of its next turn.
this weapon, you are resistant to fire damage while
holding it, and if you strike an Imperial or enemy of 5 Ruin’s Paralysis. The target is paralyzed until the
the Reach with this sword, it deals 1d10 extra slashing end of its next turn.
damage. 6 Ruin’s Sorrow. The target gains disadvantage on
all attack rolls until the end of its next turn.
Bane. Bane is the same as Fury, but with the
following changes:
SANGUINE ROSE
◈ It deals 4d6 extra fire damage while ablaze. Staff, very rare
◈ It has a +3 bonus to attack and damage rolls.
When holding this staff, you can use an action to
◈ It deals an additional 2d10 slashing damage to an
expend 1 of its 5 charges to cast the heroes’ feast or
Imperial or enemy of the Reachmen. When you
summon daedra spells from it using your spell save DC.
attack such a creature that has at least one head
The staff can also be used as a magic quarterstaff.
with this weapon and roll a 20 on the attack roll,
you cut off one of the creature's heads. The The staff regains 1d4 + 1 expended charges daily at
creature dies if it can't survive without the lost dawn.
head. A creature is immune to this effect if it is
immune to slashing damage, doesn't have or need SHADOWREND
a head, has legendary actions, or the GM decides Weapon (greatsword or greataxe), legendary (requires
that the creature is too big for its head to be cut attunement)
off with this weapon. Such a creature instead takes
an extra 6d8 slashing damage from the hit. This ebony weapon can only be obtained from the
Grove of Reflections in the Shivering Isles. In order to
attune to it, you must fight a shadowy duplicate of
RUEFUL AXE yourself who has identical statistics and equipment to
Weapon (greataxe), very rare (requires attunement)
you. Once the duplicate is defeated, Shadowrend will
Clavicus Vile created this ebony axe as a “cure” for the appear before you in the form of either a greatsword
lycanthropy that had afflicted the daughter of or a greataxe (your choice). While attuned to this
Sebastian Lort. You gain a +2 bonus to attack and weapon, you gain a +3 bonus to attack and damage
damage rolls made with this magic axe. On a critical rolls made with it, and any creature you hit with it
hit, the axe deals an extra 2d6 necrotic damage, and becomes vulnerable to damage from spells and other
the target’s speed is halved until the end of their next magical effects until the end of your next turn.
turn. Against Lycanthropes and members of the
Curse. When you attempt to unattune to
wielder’s family, the axe deals an additional 1d12
Shadowrend, another shadowy duplicate of yourself
slashing damage.

CHAPTER 3: TREASURES 53
will appear before you. It is statistically identical to as one Hit Die, in order to empower the maul. The next
you, has duplicates of all your equipment, and has 50 time you hit a target with the maul, you deal an
temporary hit points. The duplicate is hostile and will additional 4d6 force damage, and the target must
stop at nothing to kill you. If it kills you, it takes your succeed on a DC 17 Willpower saving throw or be
soul to the Grove of Reflections to devour it. dazed (see Legionnaire's Guide to Cyrodiil) until the start
of its next turn.
SHIELD OF YSGRAMOR When you attack with this weapon and roll a 20 on
Armor (shield), legendary, (requires attunement) the attack roll, the target takes an extra 3d6 force
This shield was carried into battle by the Nord hero damage and, if it is Large or smaller, it is pushed back
Ysgramor, leader of the 500 Companions. While from you by 10 feet.
attuned to this shield and wearing it, you gain a +3 Additionally, any attacks made with this maul deal
bonus to your armor class, and you have resistance to double damage to objects and structures on a hit.
damage from spells. In addition, you gain temporary
hit points equal to twice your proficiency bonus at the
STONEMELT POTION
end of every long rest, even if you are not wearing the
Potion, very rare
shield.
This caustic potion dissolves stone like melting butter,
STAFF OF SHEOGORATH but is harmless to all other things. As an action, you
Staff, legendary, (requires attunement) can throw this flask up to 60 feet, shattering on
impact. Make a ranged attack against a stone object or
This staff is the symbol of the office of Sheogorath structure, treating the stonemelt potion as an
himself in the Shivering Isles, and carries the authority improvised weapon. On a hit, the flask shatters, and
of his voice, both literally and figuratively. This staff the object or structure takes 8d6 acid damage, and the
can be wielded as a magic quarterstaff that grants a +2 acid spreads to other parts of the structure, slowly
bonus to attack and damage rolls made with it. It also melting it and causing it to take the damage again at
has the following additional properties: the end of each round. This lasts for 1 minute, at which
Hold. You can use an action to invoke the voice of point the stonemelt potion is used up.
Sheogorath, telling everyone to stop moving. When
you do so, choose a point within 150 feet of you that STORMFANG
you can see. Each creature within 20 feet of that point Weapon (greatsword), very rare (requires attunement)
will have the spell hold monster (spell save DC 16) cast
This magic claymore was wielded by Ulfgar the
on them. The spell lasts for 1 minute and does not
Unending, the 500-year-old Nord who fought the
require concentration. Any creature under the effects
Nerevarine in order to go to Sovngarde. When you hit
of the spell is immune to all damage.
with an attack using this weapon, the target takes an
Release. You can use an action to invoke the voice of extra 1d6 lightning damage, and any time the target
Sheogorath, telling a creature to move. Choose one casts a spell before the end of its next turn, it takes 1d4
creature you can see that is grappled, restrained, lightning damage.
paralyzed, petrified, stunned, or in difficult terrain.
That creature has any of the previously listed SUNHALLOWED ELVEN ARROW
conditions on it removed, and has the spell freedom of Ammunition, very rare
movement cast on it.
This blessed arrow was crafted by the Chantry of Auri-
When one of these properties is used, it can't be used El to be used with Auriel’s Bow. When you hit a
again until the next dawn. creature with this arrow, it takes an additional 3d10
radiant damage.
STENDARR’S HAMMER
Weapon (maul), legendary (requires attunement by a TARGE OF THE BLOODED
humanoid of any Lawful alignment) Armor (shield), uncommon
Rumored to have been wielded by the God of Justice While holding this spiked shield, it counts as a
himself, this ebony and sapphire hammer is said to shortsword but it lacks the finesse property. In
weigh an immense amount. Welding such a weapon is addition, hitting a creature with it gives that creature
undoubtedly taxing on mortals. the bleeding condition (see Legionnaire's Guide to
You gain a +3 bonus to attack and damage rolls made Cyrodiil).
with this magic maul. This maul has 3 charges, and it
regains all expended charges daily at dawn. While
wielding the maul, you can expend one charge, as well

54 S H A D O W S OV E R S K Y R I M
VISAGE OF MZUND to fill the Phial with a new liquid, the previous liquid
Wondrous item, very rare (requires attunement) has to be removed. As an action, you can regain 4d4 + 4
hit points when you drink an ounce of liquid from the
This ancient Dwemer helmet has spent most of its vial.
existence deep beneath the earth. When attuned to it,
you gain +1 bonus to your AC and you make strength
saving throws with advantage.
WUUTHRAD
Weapon (greataxe), legendary (requires attunement by a
Breath of Nchuak. While wearing this helmet, you can non-Elf humanoid)
use an action to cause a large cloud of steam to burst
Known as “Storm’s Tears” in Atmoran, this legendary
forth from you in a 15-foot cone. Each creature in that
axe was wielded by Ysgramor during his conquest of
area must make a DC 15 Agility saving throw, taking
Skyrim in the late Merethic Era. With Wuuthrad in his
4d6 fire damage on a failed save, or half as much on a
hands, Ysgramor and his Five Hundred Companions
success. This damage cannot be blocked or resisted in
slaughtered an untold number of elves, which
any way. After using this ability, it must recharge for 1
culminated in the founding of the First Empire of the
minute before it can be used again.
Nords. You gain a +3 bonus to attack and damage rolls
made with this magic weapon.
VOID SALTS
Wondrous item, rare Blade of Ysgramor. When you hit an elf with this
weapon, the elf takes an extra 3d6 slashing damage.
This collection of gray powder stinks of ozone and is For the purpose of this weapon, "elf" refers to any
the essence of a storm atronach. Void salts can be used creature of a “Mer” race, including Falmer and
in any of the following ways, and using it causes it to Orsimer.
disappear:
◈ You can use the void salts to coat one weapon or ZEPHYR
up to three pieces of ammunition. Applying the Weapon (shortbow), very rare, (requires attunement)
salts takes an action. A creature hit by the weapon
This magic Dwemer bow has a near unmatched draw
or ammunition takes 2d4 lightning damage, and
speed, allowing for lightning fast shooting. You gain a
must succeed a DC 14 Endurance saving throw or
+2 bonus to attack and damage rolls made with this
be paralyzed until the end of your next turn. After
magic weapon. In addition, you can make one attack
hitting a creature, the salts dissolve. Once applied,
with it as a bonus action on each of your turns.
the void salts last for 1 minute before dissolving.
◈ You can use an action to hurl the void salts up to
30 ft. away. When the void salts land, they explode
into a burst of thunder and lightning. Each
creature within 10 feet of where the salts landed
must make a DC 14 Agility saving throw or take 1d4
thunder damage plus 1d4 lightning damage. Any
creature wearing or carrying metal objects has
disadvantage on this saving throw and takes twice
the amount of lightning damage rolled.
◈ You can mix void salts into a potion. This will
cause the potion to give whoever drinks it
resistance to thunder and lightning damage for the
next 10 minutes, on top of the potion’s existing
effects.

THE WHITE PHIAL


Wondrous item, legendary (requires attunement by
spellcaster)
This ancient relic, said to contain the first snow to ever
fall from the Throat of the World, is highly sought after
by powerful alchemists. While attuned, the White Phial
grants its user the ability to amplify and purify any
liquid it contains. TheAt dawn, the Phial regainswill
generate 1d3 + 1 ounces of the liquid it currently
contains, and can hold up to a pint of liquid. In order

CHAPTER 3: TREASURES 55
do this, you can choose to cause either of the
ARTIFACTS following effects to take place:
This section lists a handful of the most powerful items
◈ You block out the sun temporarily. For the next 24
found in Skyrim and the rest of Tamriel, most of them
hours, the entirety of Nirn is plunged into
provided by Daedric Princes, or the divines themselves.
darkness, and no natural sunlight is generated. If
See the 5e Core Rules for the rules on artifacts and the
you perform this action with a bloodcursed arrow,
relevant Artifact Properties tables to determine the
the sun is blocked out for an additional 1d4+2 days.
random properties assigned to each artifact.
◈ You call upon the power of the sun to strike down
your foes. Choose any number of creatures within
AURIEL’S BOW 60 feet of you, all of those creatures must make a
Weapon (longbow), artifact (Auri-El), (requires
DC 18 Endurance saving throw, taking 4d6 radiant
attunement)
damage on a failed save, and half as much damage
This unassuming moonstone longbow is actually the on a success. If you perform this action with a
ancient weapon of Auriel, the elven form of the god sunhallowed arrow, the damage is increased to 8d6
Akatosh. It harnesses the power of the mer god radiant damage on a failed save, and half as much
channeled through the sun. It is said that Auri-El used on a success.
this very bow to shoot Lorkhan’s heart into the ocean.
Once you use this property, you cannot do so again
The Chantry of Auri-El crafted sunhallowed arrows to
until the next dawn.
make the bow even more powerful, and it is said that
the bow can call upon the sun itself to strike down Destroying the Bow. In order to destroy Auriel’s Bow,
foes, or block out the sun under the correct you must somehow cut off Nirn from Aetherius. Then,
circumstances. you must take the bow to the depths of Coldharbour in
Oblivion, and leave it there for 100 years, where it will
Random Properties. The bow has the following
slowly lose all of its power until it is nothing but an
randomly determined properties:
ordinary longbow.
◈ 2 minor beneficial properties
◈ 1 major beneficial property CUIRASS OF SAVIOR’S HIDE
◈ 2 minor detrimental properties Armor (Leather), legendary (daedric artifact of Hircine)
Arrows of Light. While you are attuned to this bow, it (requires attunement)
deals an 2d6 additional radiant damage on a hit, and This leather armor is fortified with ringmail in strategic
all arrows shot from it emit bright light in a 5 feet locations and coated in the fur of some unidentifiable
radius for 1 minute. This light is considered sunlight for animal.
all purposes.
While wearing this armor, you gain a +3 bonus to
Aetherial Artillery. The bow has 6 charges, and regains your AC.
1d4+2 charges daily at dawn. You can spend the
charges in the following ways when you hit a creature Daedric Attunement. In order to attune this item, the
with an arrow fired from it: Savior’s Hide must be donned under the light of
◈ You can spend 1 charge to force the target and all Secunda and an offering of raw meat from wild game
creatures within 10 feet of the target to make a DC must be presented. The Savior’s Hide is automatically
18 Endurance saving throw. On a failed save, a attuned if given by Hircine.
creature is blinded for 1 minute. A blinded creature Resist Magic and Poison. While When worn, you’re
can make this saving throw again at the end each wearing this armor,e you have advantage on saving
of its turns, ending the effect on a success. throws against spells, and other magical effects, being
◈ You can spend 2 charges to deal 2d6 radiant poisoned, and grants resistance to damage from
damage to all creatures within 10 feet of the magical sources and poison damage.
target.
◈ You can spend 3 charges to mark the target with Hircine’s Favor. If the Savior’s Hide was granted to
Auriel’s light, creating a small orb of brilliant you by Hircine you gain this additional trait: As an
sunlight above the target’s head for the next action, you can use the Savior’s Hide to detect all living
minute. While marked in this way, the target takes creatures within 60 feet. It cannot be used in this way
1d8 radiant damage at the end of each of their again until the next dawn. Additionally, your
turns, and emits bright light in a 15-foot radius and proficiency bonus is doubled on Willpower (Survival)
dim light for an additional 15 feet. The light is checks to track prey or avoid a pursuer.
considered sunlight for all purposes. Daedric Binding. Should you displease Hircine or
Shoot the Sun. While the sun is out, you can use your commit any wrongdoing to his faithful, Hircine will
action to shoot the sun with Auriel’s Bow. When you violently strip the Savior’s Hide from you, causing you

56 S H A D O W S OV E R S K Y R I M
to take 8d6 force damage that presents itself as a series KONAHRIK
of ravaging claw wounds. This damage cannot be Wondrous item, artifact (requires attunement)
blocked or resisted in any way.
In the cold ancient city of the north, the greatest of its
Destroying the Savior’s Hide. To destroy the Savior’s kind, lies the shrine honoring those who revered the
Hide, the cuirass must be brought to Hircine’s Hunting dragons. Their shrine was once whole but has been
Grounds and presented before Hircine himself. Hircine shattered from time. Before the great rebellion, the
will grant the request provided the creature is able to priests of dragons reigned. Their influence was a fist of
escape the Hunting Grounds alive, as the Hounds of iron not to be challenged. They had the patronage of
Hircine will begin hunting the creature. Should a the mightiest of creatures and the most powerful of
successful escape be made, Hircine will return the furs artifacts. None more so were their masks of power.
to his back from whence they came, leaving behind Each granting them incredible abilities, their power
simple leather and chainmail. was unmatched.
In their capital, later known as Labyrinthian, they
THE EBONY MAIL converged to counsel each other. Here their shrine
Armor (breastplate), legendary (daedric artifact of
stood, even after the Nordic uprising, slowly crumbling
Boethiah) (requires attunement)
and fading away. However, hidden inside was a mask
The Ebony Mail is a pitch-black breastplate adorned of even greater power. None but the priests knew of its
with a chain shirt and brilliant gold filigree. Legends existence and all knowledge of it seems to be lost from
speak of the history of this cuirass curiass dates back time. The mask itself also seems to be lost though not
before recorded history, sometime after the death of in any space but time itself. It is said to find the mask,
Lorkhan during the Dawn Era. It is say that the blood known as Konahrik, one must gather the masks of
of the Heart of Lorkhan is the origin of ebony, which Hevnoraak, Krosis, Morokei, Nahkriin, Otar, Rahgot,
the armor is crafted from. Vokun, and Volsung at the shrine in Labyrinthian and
adorn a ninth unknown mask. Only then will Konahrik
An artifact of the Daedric Prince Boethiah, Ebony
be revealed.
Mail has been passed on from champion to champion
either through loss of favor with the Prince or through Random Properties. The mask has the following
single combat. randomly determined properties:
While wearing this armor, you gain a +3 bonus to ◈ 1 minor beneficial
your AC, as well as to have resistance to fire damage ◈ 1 minor detrimental
and you have advantage on saving throws against Magic Mask. The mask grants a +2 bonus to your
spells. Armor Class.
Daedric Attunement. To attune to this item, you must Life Saver. When your hit points are reduced to half
bathe the armor in the blood of a fallen enemy for one your maximum hit points or less, you can use your
hour. reaction to cast the fire shield and heal spells on you.
Muffled Movement. While attuned to this artifact you Once you use this feature, you can’t do so again until
have advantage on Agility (Stealth) checks. Wearing the next dawn.
this breastplate does not impose disadvantage on Master of the Priests. As an action, you can summon
Agility (Stealth) checks. Additionally, this armor a spectral dragon priest in an unoccupied space within
imposes disadvantage on Willpower (Perception) 10 feet of you. The dragon priest rolls its own initiative
checks that require hearing to detect you. and will fight for you and your allies until 1 minute
Daedric Binding. Should you lose the favor of passes or it dies, at which point it fades away into
Boethiah, the armor will be forcefully withdrawn, nothingness. The wearer can issue commands to the
leaving you without armor. Boethiah has a penchant dragon priest and it will follow them to the best of its
for reclaiming her artifact at the most inopportune ability as long as the command is combat oriented,
moments. such as “attack that creature” or “cast a spell.” If the
dragon priest is unable to fight hostile creatures or is
Destroying the Ebony Mail. To destroy the Ebony Mail, not issued a command it will take the dodge action on
the breastplate must be anointed with holy oils from each of its turns. Once you use this property, you
the Tribunal Temple and gifted to the bearer’s worst cannot do so again until the next dawn.
enemy. If the enemy accepts and attempts to don the
armor, it becomes a regular breastplate and the Ebony
Mail is destroyed. The Ebony Mail will reconstitute
itself in Boethiah’s realm of Attribution’s Share after
1d10 x 10 years.

CHAPTER 3: TREASURES 57
Destroying the Mask. The mask is caught in the web MACE OF MOLAG BAL
of time and fate and thus cannot be destroyed by Weapon (mace), legendary (daedric artifact of Molag Bal)
normal means. If shattered, melted, or otherwise (requires attunement)
damaged to the point it could be considered
This brutal looking ebony mace is the weapon of Molag
dysfunctional it vaporizes only to reappear in a random
Bal, the Daedric Prince of domination and
area of Nirn after 1d4 days seemingly unharmed. The
enslavement, and the father of all vampires. Forged by
only true way of ridding its existence from Mundus is
an enslaved Orsimer blacksmith in the depths of
to prevent its craft in the first place.
Coldharbour, it is a weapon of great and terrible
power. Molag Bal will often give this weapon to his
LORD’S MAIL mortal champions, and its strength has twisted many
Armor (breastplate), artifact (Kynareth), (requires
into corrupted killers who commit atrocities in the
attunement)
name of the Lord of Domination.
This mithral and ebony breastplate was created by the
Daedric Attunement. In order to attune to the mace,
Goddess Kynareth to be worn in battle by Morihaus, a
you must use it to force a person to submit to your
demigod hero of the Alessian Rebellion. Prized by the
will. Once they grovel before you and you are able to
imperial legion, it is rumored that Kynareth will only
force them to carry out your every whim, you must kill
let those who are worthy wear the cuirass, and when
them and bathe the mace in their blood. Once this is
she wishes, she can make the armor disappear to be
done, the mace attunes to you instantly.
found by someone more worthy.
Properties of the Mace. In the hands of one attuned to
Random Properties. The Lord’s Mail has the following
it, the mace grants a +3 bonus to attack and damage
randomly determined properties:
rolls made with it. It scores a critical hit on a roll of 19
◈ 2 minor beneficial properties or 20, and deals an extra 2d10 necrotic damage to living
◈ 2 major beneficial properties creatures. When a creature is slain by the mace, you
Protection of Kynareth. The Lord’s Mail was made by regain hit points equal to your Endurance modifier
Kynareth, and those who wear it are under her (minimum of 1 hit point) and the creature’s soul is
protection. While you wear this armor, you gain a +3 trapped in a soul gem if you are carrying any.
bonus to your armor class, you are immune to the Strikes of Coldharbour. The mace has 5 charges. As a
poisoned condition, you resist poison damage and bonus action, you can spend 1 charge to imbue the
damage from spells and other magical effects, and you mace with terrible power. While the mace is imbued,
have advantage on saving throws against spells. In the next time you hit a creature with it you add one of
addition, you can cast heal on yourself without the following additional effects to the attack:
expending any magicka. Once you do so, you cannot do
◈ Shrouded Plains. The creature takes an additional
so again until the next dawn.
2d6 force damage, and for the next minute,
Power of Morihaus. The power of Kynareth’s first whenever it expends magicka to cast a spell, it
champion lies in this armor. As a bonus action, you can must succeed a DC 18 Willpower saving throw, or
tap into the Power of Morihaus. When you do so, your it fails to cast the spell while still expending
Strength and Endurance scores increase by 2, you deal magicka. You then gain a number of magicka
an additional 1d12 radiant damage with weapon points equal to the magicka the creature spent, as
attacks, and you gain 10 temporary hit points at the their mind succumbs to your power.
start of each of your turns. In addition, you sprout ◈ Fist of Stone. The creature takes an additional 4d6
spectral wings and horns, giving you a flying speed bludgeoning damage, and it must succeed on a DC
equal to your walking speed. This transformation lasts 18 Endurance saving throw, or have its speed
for one minute, or until you end it as a bonus action. reduced by 10 feet, and your speed increases by 10
Once you use this property, you cannot do so again feet for the next minute.
until the next dawn. ◈ Black Garrison. The creature takes an additional
2d6 necrotic damage, and it must succeed a DC 18
Destroying the Lord’s Mail. In order to destroy the
Strength saving throw, or have its Strength score is
Lord’s Mail, the mail has to bear witness to the
reduced by 2, while your Strength score is
slaughter of 500 minotaurs and 500 worshippers of
increased by 2 for 1 minute, as you tear the might
Kynareth. Then, a temple of Kynareth must be defiled
from their being and add it to your own.
during a time of drought. Within the defiled temple,
the Lord’s Mail must be bathed in the blood of all 1,000 A creature can only have one of these effects active at
of the slain individuals. Once the armor has been a time. The mace regains 1d4+1 charges every day at
bathed in blood, the name of Morihaus must be cursed dusk.
and the mail be smashed to pieces with an ebony
Daedric Binding. While you are attuned to the Mace
hammer.
of Molag Bal, you are beholden to the desires of the

58 S H A D O W S OV E R S K Y R I M
Lord of Domination, the lust of conquest is irresistible. ◈ 1 minor detrimental
You must kill at least one creature every week with the
Knowledge of the Infinite Library. Upon attuning to
mace, or it will place a curse on you and begin to take
the mask, you can choose 3 skills or tools. As long as
your power for itself. While cursed by the mace, you
the mask is worn, you have proficiency in the chosen
cannot end your attunement with it, and if you are
skills or tools and your proficiency bonus is doubled for
ever separated from it, it will reappear within 5 feet of
any ability check that uses the chosen proficiencies.
you after 1d10 minutes. In addition, when the mace
curses you, and each week you go without killing a Connection to Apocrypha. You can cast the gate spell
creature with the mace, your Strength and Endurance without expending material components or magicka,
scores are reduced by 2. Should either your Strength or but you can only create a portal to Apocrypha or from
Endurance scores be reduced to zero, the mace Apocrypha to Nirn. Once you use this property, you
violently rips your soul from your body to be enslaved cannot do so again until the next dawn.
in Coldharbour, killing you instantly. While cursed this
Hermaeus Mora’s Blessing. While attuned to the
way, when you kill a creature with the mace, your
mask, you know the eldritch blast cantrip, the mora’s
Strength and Endurance scores are increased by 2, and
grasp spell, the mora’s agony spell, and the arcane hand
the curse ends when your Strength and Endurance
spell.
scores are returned to normal. There is no other way to
remove the curse, you must conquer, subjugate, and Maddening Power. As an action, you can invoke fear
murder, or die. in a target up to 60 feet away. Undead and constructs
are immune to this effect. The target must make a
Destroying the Mace of Molag Bal. To destroy the
DC17 Willpower saving throw. On a failure, it becomes
Mace of Molag Bal, it must be brought to Coldharbour,
frightened of you. A frightened creature can repeat the
and all slaves and souls shriven in the entire plane
saving throw at the start of each of its turns, ending
must be freed. Once they are all freed, each one must
the effect on a success. On a success, they are immune
then attempt to break the mace. They cannot be
to this effect for 24 hours.
ordered, forced, or charmed into trying to break the
mace, they must do so of their own free will. When the Destroying the Mask. Miraak is a horrid creation of
final slave attempts to destroy the mace, it will shatter the Prince of Forbidden Knowledge. His craftsmanship
into fragments. proves impervious to all damage. No mortal can
comprehend how the mask can be destroyed leaving it
As long as Molag Bal lives, the mace will be forged
up to Hermaeus Mora himself to be able to destroy it.
anew in Coldharbour after 10d10 + 50 years.
THE SKELETON KEY
MIRAAK Wondrous item (thieves’ tools), legendary (daedric artifact
Wondrous item, artifact (requires attunement)
of Nocturnal) (requires attunement)
One of the most powerful dragon priests in the ancient
This highly advanced lockpick is a daedric artifact
times was also a dragonborn. His name was Miraak
associated with the Prince Nocturnal. To use the
and the island of Solstheim was his domain. So
Skeleton Key, you must have proficiency with thieves’
powerful was he that he grew jealous of the dragons
tools and must be attuned to it. Whether attuned or
he worshiped, though he knew even he was powerless
not, the Skeleton Key functions as a normal set of
compared to them. He turned to a being known as the
Thieves’ Tools and provides advantage to all associated
Woodland Man, Herma-Mora, or Hermaeus Mora.
checks.
With the Prince’s near infinite knowledge, Miraak was
provided with the key to fight the dragons. However, it Daedric Attunement. To attune the Skeleton Key, a
still was not enough and he was driven into ritual is required that involves a raven feather and
Hermaeous Mora’s realm and trapped for hundreds of stolen topaz or emerald with a collective value of at
years. While he still survives in that world of infinite least 250 Septims.
words, his name and legacy has seemingly been lost to
Unlock Object. The Skeleton Key can grant an
history.
automatic success on one attempt to unlock any
His mask, sharing his name, is a portion of Miraak’s locked mundane or magical object, be it a door, a
power. It grants him a connection to his master and chest, manacles, portal, or something similar. Once
his realm as well as abilities bestowed upon him. Due you use this property, you can’t do so again until the
to Miraak’s survival there is no doubt he still possesses next dawn.
his prized treasure.
Unlock Potential. The Skeleton Key can also be used to
Random Properties. The mask has the following unlock the potential of a wielder. This requires an
randomly determined properties: hour-long ritual in complete darkness. When
◈ 1 minor beneficial completed, you gain +2 to your proficiency bonus for

CHAPTER 3: TREASURES 59
the next 1d4 + 1 days. When you use this property, roll a Random Damage
d20. On a 1, the Skeleton Key disappears. Every time d8 Description
you use this property again, the result required for
1 Acid
disappearing increases by 1. For example, if you use
this feature three weeks in a row, a fourth attempt 2 Cold
would result in the disappearance of the key on a roll 3 Fire
of 4 or lower. After using this ability, it must recharge
for 1 minute before it can be used again. 4 Force

Daedric Binding. While the artifact itself is immune to 5 Lightning


damage and cannot be broken by normal means, 6 Poison
Nocturnal will frequently determine that the Skeleton
7 The target is healed instead
Key is no longer suited to its wielder, causing it to
either disappear or be hunted by the Nightingales, who 8 Thunder
will return the Skeleton Key to the Twilight Sepulcher.
Random Properties. The Wabbajack has the following
Destroying the Skeleton Key. To destroy the Skeleton random properties. These properties change every 4d12
Key, it must be used in a place severed from hours, or every time you say the words “cheese,”
Nocturnal’s influence, such as the Colored Rooms of “fork,” or “king.”
Meridia, and made to unlock an object never intended
◈ 1 minor beneficial property
to be unlocked, to be determined by the GM. When
◈ 1 major beneficial property
this occurs, the Skeleton Key will remain destroyed for
◈ 1 minor detrimental property
1d10 x 100 years, and will reform at the Twilight
◈ 1 major detrimental property
Sepulcher.
The major detrimental property is suppressed for
THE WABBAJACK anyone chosen by Sheogorath to wield the Wabbajack,
Weapon (quarterstaff), artifact (Sheogorath) (requires except on Turdas.
attunement) Chaotic Casting. The Wabbajack has 10 charges.
This daedric staff was created by Sheogorath, the When casting a spell through the Wabbajack, you can
Daedric Prince of Madness. Its top end features three expend 2 charges to cause an additional random effect
carved faces with wide open mouths. The staff is as to happen along with the spell. When you do so, roll
unpredictable as its creator, and its magic is incredibly on the Chaotic Casting table at the end of the item
chaotic; none can claim to know what will happen description. If the effect you rolled cannot work with
when it is used. Sheogorath only gifts this strange and the spell you cast, roll again.
wild artifact to those he considers worthy, such people The Wabbajack regains 2d4+2 charges exactly 3
are almost always utterly insane. minutes and 7 seconds after you finish a long rest. If
Daedric Attunement. Unless you have been chosen by you are chosen by Sheogorath to wield the Wabbajack,
Sheogorath to wield the Wabbajack, you must make a using Chaotic Casting only costs 1 charge.
DC 17 Willpower saving throw when you attune to it. Warp Reality. As an action, you can expend 4 charges,
On a successful save, you take 78 psychic damage. On a or 2 charges if you are chosen by Sheogorath to wield
failed save, you must roll on the indefinite madness the Wabbajack, to target one creature you can see,
table 3 times, ignoring repeated results. This madness hear, or smell and unleash Sheogorath’s maddening
cannot be cured until you are no longer attuned to the will upon it. When you do so, roll 1d4. A roll of 1 is the
Wabbajack. Fringe table, 2 is the Mania table, 3 is the Dementia
Properties of the Wabbajack. In the hands of one who table, and on a 4 you roll 2d4s for two effects, ignoring
is attuned to it, the Wabbajack can be wielded as a 4s and repeated results on the d100 tables. If an effect
spellcasting focus and as a +3 magic quarterstaff, cannot occur, reroll on the same table. The Fringe,
which deals an additional 2d12 damage on a hit, the Mania, and Dementia tables are listed at the end of the
damage type of this extra damage is determined by item description.
rolling on the table below. Daedric Binding. If Sheogorath no longer desires for
you to wield the Wabbajack, you must make a DC 25
Willpower saving throw every day at exactly 12:47. On a
failed save, the Wabbajack disappears, you are no
longer attuned to it, and you must roll on the long
term madness table 5 times. This madness lasts until
cured by remove curse or similar magic.

60 S H A D O W S OV E R S K Y R I M
Destroying the Wabbajack. In order to destroy the Chaotic Casting Table
Wabbajack, you must travel to the Shivering Isles. You
d100 Chaotic Casting Effect
then need to find two stones, one plucked from the
Emean sea and one plucked from the Enjaen sea. These 01–02 Roll on this table two more times, rerolling
stones must depict laughing and screaming faces. Once this result and repeated results on the two
you have the stones, you must perform a ritual starting subsequent rolls.
on the 23rd of Sun's Dawn at exactly 2:42, but only 03–04 Any creature affected by the spell also has the
during a year which ends with the number 3, 4, 7, or 9. spell hideous laughter cast on them using your
During the ritual, you must bathe the Wabbajack in the spell save DC. This effect lasts for 1 minute.
blood of a person who’s first, last, and middle names
05–06 The spell’s damage type changes (roll on the
are all pronounced the same but spelled differently.
Random Damage table under Properties of the
The blood must be poured over the two stones from
Wabbajack to determine the new damage
earlier, which also must be dipped in vinegar and the
type).
saliva of a noble line’s fifth youngest son’s cousin twice
removed. After the Wabbajack has been bathed in 07–08 Any creature affected by the spell is turned
blood, you must perform a sequence of comedic and into a goat, as if by the polymorph spell, this
tragic dances with it under the light of the moons effect lasts for 1 hour.
while the song of your people is played slightly off key 09–10 Any creature affected by the spell is turned
by a registered bard. Finally, once the dances are into a mammoth, as if by the polymorph spell,
completed, you must genuinely attempt to eat it with this effect lasts for 1 hour.
a full wheel of eidar cheese on the side. Once you fail
to do so, you must become frustrated and break the 11–12 100 Septims explode out of the Wabbajack. You
Wabbajack over your knee in anger while an Argonian and each creature within 10 feet of you must
concubine laughs at your misfortune. Upon breaking it make an Agility saving throw against your
over your knee, the Wabbajack is destroyed, but you spell save DC, taking 4d12 bludgeoning damage
must roll once on each of the three Warp Reality tables on a failed save, and half as much damage on
as the chaotic energy of the staff is unleashed. You are a success.
considered the target for all three reality warping 13–14 1d6+1 mudcrabs (Monsters of Murkmire)
effects. appear within 30 feet of you. They are hostile
As long as Sheogorath lives, the Wabbajack will to all living creatures, including each other.
reform in the hands of the most insane person in the 15–16 All creatures affected by the spell become
Shivering Isles exactly 48 years, 2 months, 3 weeks, 7 frenzied (see Legionnaire’s Guide to Cyrodiil).
hours, 46 minutes and 2 seconds after it is destroyed,
17–18 Nothing happens, but you and any creature
unless that person has touched a fork in the same
who witnessed the spell being cast are
week it is to reform, in which case the reforming
convinced something did, and that it was
process is delayed by 1 week and 18 seconds.
probably really impressive.
19–20 A Dremora Markynaz (Legionnaire’s Guide to
Cyrodiil) appears within 5 feet of you. It is
friendly to you, and will attempt to kill any
creature hostile to you with extreme prejudice.
The Dremora disappears after 1 minute.
21–22 All creatures affected by the spell are
teleported to a random empty space 30 feet
away from where they currently are.
23–24 The Wabbajack fires 5d10+10 wheels of eidar
cheese at the target of the spell at an
incredibly high speed. The target must make a
DC 17 Agility saving throw or take 4d8
bludgeoning damage.
25–26 All creatures affected by the spell also have the
reduce effect of the enlarge/reduce spell on
them for 1 round.

CHAPTER 3: TREASURES 61
Chaotic Casting Table Chaotic Casting Table
d100 Chaotic Casting Effect d100 Chaotic Casting Effect
27–28 All creatures affected by the spell also have the 57–58 All creatures who witness the spell being cast
enlarge effect of the enlarge/reduce spell on must succeed a Willpower saving throw
them for 1 round. against your spell save DC, or become hostile
29–30 All creatures that witnessed the spell being to all living creatures for 1 minute.
cast now have the song Ragnar the Red stuck 59–60 The target of the spell recites the entirety of
in their head for the next 1d4+1 days. “N’Gasta Kvata Kvakis” for the next minute,
31–32 In addition to the spell you cast, you cast even if it is physically incapable of speech. Any
stinking cloud centered on yourself without creature who listens to the entire recitation
expending any magicka. will go deaf for 6d10+10 days.

33–34 In addition to the spell you cast, you cast plant 61–62 Roll on the short term madness table. All
growth without expending any magicka. (No creatures who witness the spell being cast are
action required). afflicted with the madness you rolled unless
they succeed an Intelligence saving throw
35–36 The Wabbajack becomes immobile, like an against your spell save DC.
active immovable rod, for the next minute.
63–64 All creatures affected by the spell are knocked
37–38 The Wabbajack flies 60 feet in a random prone.
direction. You must make a DC 15 Strength 65–66 You also cast the spell feeblemind on the target
(Athletics) check to hold onto it, if you do so, of the spell, without expending any magicka.
you are pulled along with it.
67–68 All creatures affected by the spell regain all of
39–40 Without expending any magicka, you cast their hit points.
levitate on any one creature affected by the
69–70 You also cast guardian of faith centered on a
spell.
space within 5 feet of you without expending
41–42 All creatures who witnessed the spell being any magicka. It considers all living creatures
cast must make a Willpower saving throw to be hostile to you.
against your spell save DC or be frightened of
71–72 All creatures who witnessed the spell being
you for 1 minute.
cast hear a voice in their head, which says
43–44 You must succeed a Willpower saving throw "While in town the baker gives you a
against your spell save DC or be frightened of sweetroll. Delighted, you take it into an alley
the Wabbajack for 1 minute. to enjoy, only to be intercepted by a gang of
45–46 All creatures who witness the spell being cast three kids your age. The leader demands the
can only speak Impish for the next minute sweetroll, or else he and his friends will beat
you and take it." in their native language.
47–48 The next time you try to cast a spell, you will
cast banishment on yourself without 73–74 All soil within 100 feet of you becomes infertile
expending any magicka instead. for the next 9d10+10 years.

49–50 All creatures who witness the spell being cast 75–76 The target of the spell’s firstborn child dies on
lose all memory of how to speak their native their 10th birthday. This effect is retroactive.
language for the next minute. 77–78 All creatures who witness the spell being cast
51–52 All creatures affected by the spell say “Man, I must succeed a Personality saving throw
sure could go for a nice tankard of against your spell save DC or spend their
Honningbrew Mead right about now” in action and bonus action next turn singing a
Tamrielic, regardless of whether or not they song praising your name.
can speak the language or if they are incapable 79–80 One random creature other than yourself who
of speaking. witnessed the spell being cast becomes
53–54 The target of the spell takes 3d10 slashing convinced you committed some heinous act
damage and loses a leg if it has one. against them.

55–56 All creatures affected by the spell take 3d6


necrotic damage and suffer one level of
exhaustion.

62 S H A D O W S OV E R S K Y R I M
Chaotic Casting Table Fringe Table
d100 Chaotic Casting Effect d100 Fringe Effect
81–82 A Dark Seducer and a Golden Saint 01–02 A khajiit calling himself M’aiq the Liar appears
(Legionnaire's Guide to Cyrodiil) appear within to give the target questionable information.
15 feet of you, and they then try to fight each 03–04 A courier appears with a letter for the target.
other to the death. They both disappear when Coincidentally, the courier is nude.
either one of them dies or a minute passes.
05–06 All 36 Lessons of Vivec fall from the sky on the
83–84 For the next minute, all creatures that see you target’s head with a note attached to Lesson
believe you are Emperor Uriel Septim VII, even 36 that says “Study up, N’wah!” on it in
if he has not been born yet or is currently Dunmeris.
deceased.
07–08 The target begins to loudly preach a sermon
85–86 The target of the spell ages 1d20-10 years. If a about Talos, regardless of whether or not they
negative number is rolled, the target becomes can speak.
younger.
09–10 A dead Redguard falls from the sky within 5
87–88 All creatures affected by the spell have their feet of the target, wearing a robe that says “I
melee weapons (if any) turned into dinner went to the cloud district and all I got was this
forks. The weapons change back to normal lousy robe!” on it.
after hitting a creature with them.
11–12 A pirate captain bursts out of the nearest wall,
89–90 All creatures affected by the spell believe that screaming something about fishy sticks before
every creature other than them is a Sload for giving the target a piece of breaded fish, and
the next minute. then disappears.
91–92 All humanoid creatures affected by the spell 13–14 The target now has a tattoo of a Dreugh eating
are now infected with wereboar lycanthropy. a horker sandwich.
None of them are aware of this.
15–16 A talking mudcrab merchant appears and
93–94 All creatures who witness the spell being cast attempts to sell you and the target his wares.
become convinced that you have infected
them with Sanguinare Vampiris. 17–18 A female Argonian in a servant’s outfit appears
and begins to attempt to seduce the target.
95–96 All creatures affected by the spell gain a
permanent +1 to each of their attributes. 19–20 A guar appears 30 feet away from the target,
and will continue to follow the target from
97–98 All creatures who witness the spell being cast exactly 30 feet away until it is killed.
must succeed a Willpower saving throw
against your spell save DC, or become friendly 21–22 The target becomes 1d10+1 inches shorter.
to all living creatures for 1 minute. 23–24 The target becomes 1d10+1 inches taller.
99–00 All creatures who witnessed the spell being 25–26 The target grows a beard. If it already has a
cast are instantly transported to the Gates of beard, its beard doubles in size.
Mania and Dementia in the Shivering Isles.
27–28 The target now knows everything about a
Breton peasant called Maurice.
29–30 For the next minute, the target loudly states
obvious facts as if they were saying something
only a highly educated person would know in
Aldmeris. The target does this even if it is
incapable of speech.
31–32 For the next 3d10 days, the target thinks that
everyone but them hates eating cheese but
fakes liking it to be polite.
33–34 The next creature capable of speech the target
meets will mistake them for a casual
acquaintance and attempt to make small talk.
35–36 Confetti falls on the target, and cheering is
heard.

CHAPTER 3: TREASURES 63
Fringe Table Fringe Table
d100 Fringe Effect d100 Fringe Effect
37–38 An archmage falls from the sky and lands 71–72 The target becomes convinced that a part of
within 30 feet of the target, dying instantly. their body has a mind of its own and is
39–40 A Golden Saint and a Dark Seducer plotting to kill them.
(Legionnaire's Guide to Cyrodiil) appear within 73–74 The target is spun around 180 degrees.
30 feet of the target. The moment they appear, 75–76 The target can no longer comprehend the
they will begin to have a dancing competition concept of the number 349.
and consider the target the judge.
77–78 The nearest goblin (Legionnaire's Guide to
41–42 The target will reflexively say “Body’s still Cyrodiil) is teleported to a space within 60 feet
warm. Looks like there’s a killer about.” in of the target. It is not hostile, and is really just
Tamrielic the next time they find a dead confused about how it got here.
creature, regardless of whether or not they are
capable of speech. 79–80 For the next 3d10 + 5 days, ethereal laughter
can be heard every time the target finishes a
43–44 A centaur appears, cries out “Oh no, not sentence. If the target cannot speak, this
again!” in Tamrielic, and then disappears. happens every time the target makes any kind
45–46 The target learns what happened to the of noise.
Dwemer, but then forgets what happened 1 81–82 For the next 1d6 hours, you and the target
second later. swap positions via teleportation at the end of
47–48 In exactly thirty seconds, the target explodes every minute.
in a shower of gore, and then reforms on the 83–84 The target’s eyes become cat-like. If they are
spot as if nothing happened. already cat-like, they become human-like.
49–50 The target can now speak, read, and write a 85–86 Half of the target’s body becomes the ideal of
language that no other being knows. beauty for their race, while the other half
51–52 The target has a brief vision of being bound in becomes horribly ugly.
a prison cart somewhere snowy. 87–88 The target is sent 3d20 minutes into the
53–54 The target loses all memory of the past 10 future.
seconds, but figures whatever happened 89–90 The target’s body is mirrored. Features on the
during that time probably wasn’t that left of its body are now on the right, and vice-
important. versa.
55-56 The target now believes its name is whatever 91–92 The target, and all other creatures within 60
its name is spelled backwards. feet of it, say “Honningbrew mead? That stuff
57–58 For the next 1d4 + 1 minutes, the target loudly is garbage, you deserve only the finest Black-
narrates their every action, even if they are Briar mead!” in Tamrielic, regardless of
incapable of speech. whether or not they can speak the language or
59–60 3 Nirnroots sprout within 5 feet of the target. if they are incapable of speaking.

61–62 2d20+20 wheels of cheese appear within 5 feet 93–94 The target’s mind is split into two different
of the target. and distinct personalities which vie for
control, and the target must roll a 1d2 every
63–64 Two scholars appear, and demand that the day at 11:57 to determine which personality is
target settle a debate that they are having over dominant for the next 24 hours. This effect can
whether something is pronounced “chim” or be ended by remove curse or similar magic.
“kim”. No matter what answer is given, they
will continue to argue about it. They both 95–96 The target becomes an expert on a niche, near
disappear after 10 minutes. useless topic, like making flower crowns or
the mating habits of mudcrabs.
65–66 The target believes that all freshwater is
saltwater for the next 5d10 minutes. 97–98 The target becomes convinced rocks are edible
for 1d6 months.
67–68 The target believes all saltwater is freshwater
for the next 5d10 minutes. 99–00 3d20+20 commoners appear within 100 feet of
the target. They are indifferent to the target,
69–70 The target appears to be two-dimensional for deal magical damage, and act as any normal
the next 2d8 + 4 days. commoner would.

64 S H A D O W S OV E R S K Y R I M
Mania Table Mania Table
d100 Mania Effect d100 Mania Effect
01–02 The target is turned into a Dark Seducer 41–42 The target now has an idea for a book. If they
(Legionnaire's Guide to Cyrodiil) that is hostile write this book, it will sell very well and make
to you. Reducing the Dark Seducer to 0 hit the target rich. This happens even if the target
points ends this effect. is illiterate.
03–04 The target is turned into a Golden Saint 43–44 The target gains a swim speed of 30 feet and
(Legionnaire's Guide to Cyrodiil) that is friendly can breathe underwater.
to you. Reducing the Golden Saint to 0 hit 45–46 The target gains a climbing speed of 60 feet.
points ends this effect.
05–06 The target’s highest attribute score is 47–48 The target becomes proficient in a skill of its
increased to 30 for 2d10+10 days choice.
07–08 The next attack roll the target makes will be a 49–50 For the next 2d6+2 days, the target can cast
critical hit, no matter what. the spell invisibility on itself, requiring no
09–10 The target regains all hit points. magicka or material components. Willpower is
their spellcasting ability for this spell.
11–12 The target regains 10 hit points per round for
3d6+2 rounds. 51–52 The target gains telepathy with a range of 30
feet.
13–14 The target is placed under the effects of the
holy aura spell. 53–54 A Dark Seducer (Legionnaire's Guide to Cyrodiil)
15–16 The target becomes resistant to all damage for appears within 30 feet of the target. Until
2d4 days. killed, it will defend the target with its life
from all harm.
17–18 The target becomes immune to all conditions
for 2d4 days. 55-56 The target’s firstborn child will become a
legendary hero. This effect is retroactive.
19–20 10d10+50 Septims appear within 5 feet of the
target. 57–58 The target can no longer be harmed by
consuming food or drink that would be
21–22 The target is placed under the enlarge effect of poisonous to it.
the enlarge/reduce spell for 1 minute.
59–60 One of the target’s allies falls madly in love
23–24 The target reads your mind and learns with it.
everything about you.
61–62 The target’s movement speeds are all doubled.
25–26 The target hears spectral cheering, giving
them advantage on all saving throws, ability 63–64 The target no longer ages, and cannot be aged
checks, and attack rolls they make for the next magically. When they reach an age when a
minute. member of their race would typically die, they
will rapidly age until turning to dust.
27–28 The target is affected by the haste spell.
65–66 The target is now immune to all diseases, and
29–30 The target is force fed a sweetroll launched any diseases it has are cured instantly.
from the Wabbajack. This sweetroll gives them
the nutrients they need for the next 1d4 67–68 The next time the target falls to 0 hit points, it
weeks. will instead regain all hit points and magicka.

31–32 An identical duplicate of the target appears. It 69–70 Every time the target eats a meal, they gain
considers the original its lord and master and 3d4 temporary hit points.
will defend the target with its life. 71–72 For 2d6 weeks, the target can reroll any rolls
33–34 The target now holds the deed to a piece of of 1 when it rolls a d20.
property in a faraway land. 73–74 If the target dies, they will be restored to life 2
35–36 For the next 1d4+1 weeks, the target is under minutes and 18 seconds later. This happens
the effects of the fly spell. only once.

37–38 The target grows wings and gains a flight 75–76 The target gains the benefits of a long rest.
speed of 30 feet. 77–78 The target learns one language of its choice.
39–40 A magic item of the GM’s choice appears 5 feet 79–80 The target’s armor class increases by 1.
away from the target.

CHAPTER 3: TREASURES 65
Mania Table Dementia Table
d100 Mania Effect d100 Mania Effect
81–82 The target is now famous, known far and wide 01–02 The target becomes a Lich (Legionnaire's Guide
for no particular reason. to Cyrodiil) that is hostile to you.
83–84 For the next 1d4 rounds, the target is immune 03–04 The target rolls on the short term madness
to all damage and conditions, and cannot die. table.
85–86 The target innately knows if a creature is 05–06 The target rolls on the long term madness
plotting to kill it. table.
87–88 A part of the target’s appearance that it 07–08 The target rolls on the indefinite madness
dislikes is changed to suit the target’s table.
preferences. 09–10 12 Scamps appear within 5 feet of the target
89–90 The target learns the spell guidance. It’s and are hostile to it.
spellcasting ability for this is its choice.
11–12 The target becomes a Golden Saint
91–92 You cast heal on the target, without expending (Legionnaire's Guide to Cyrodiil) that is hostile
any magicka. to you. Reducing the Golden Saint to 0 hit
93–94 The target no longer needs to breathe to points reverts the target to normal.
survive. 13–14 The target is poisoned until it kills another
95–96 The target no longer needs to eat or drink to creature.
survive. 15–16 You cast fireball at 9th level centered on the
97–98 The target becomes immortal unless killed. It target, without expending any magicka.
no longer ages, cannot die of old age, and is 17–18 One of the target’s limbs (if it has any) will
immune to poison and disease. gain a mind of its own, with Intelligence,
99–00 3d20+20 commoners appear within 100 feet of Willpower, and Personality attributes identical
the target. They are friendly to the target, deal to the target. The limb is hostile to the target
magical damage, and will stop at nothing to and will plot to kill it.
help the target in whatever way they can. 19–20 2 Dark Seducers (Legionnaire's Guide to
Cyrodiil) appear next to the target. One
attempts to kill the target, while the other
attempts to capture the target and bring it
back to the Shivering Isles.
21–22 The target is petrified.
23–24 The target is reduced to 0 hit points.
25–26 The target’s head explodes in a shower of gore,
and then it sprouts a new head of a random
creature, with a new personality typical of
that creature. A remove curse spell or similar
magic causes the target’s head to explode
again, and they regain their original head.
27–28 You cast feeblemind on the target, without
expending any magicka.
29–30 In exactly 1 year, 2 months, 23 days, 18 hours,
42 minutes, and 6 seconds, the target will die
gruesomely if it has not already been killed.
31–32 The target is turned into a rat for 6 months.
33–34 The target’s highest attribute score is reduced
to 1 for 2d10+10 days.
35–36 The target becomes infected with Sanguinare
Vampiris.
37–38 The target is afflicted with a random form of
lycanthropy.

66 S H A D O W S OV E R S K Y R I M
Dementia Table Dementia Table
d100 Mania Effect d100 Mania Effect
39–40 The target turns into a Spriggan that is on fire. 73–74 The target forgets how to speak all languages
Putting out the fire ends this effect. it knows. Remove curse or similar magic ends
41–42 The target is turned into a Dark Seducer this effect.
(Legionnaire's Guide to Cyrodiil) that is friendly 75–76 You cast reverse gravity centered on the target
to you. Reducing the Dark Seducer to 0 hit without expending any magicka.
points ends this effect. 77–78 The target is launched 5d10+10 feet in a
43–44 The target is turned into a goat, a pig, and a random direction.
cow. The target can be returned to normal if 79–80 The target grows wings and then flies
all three animals are brought within 5 feet of uncontrollably skyward at a rate of 60 feet per
each other, and remove curse or similar magic round. At the end of each round, the rate
is cast on them. increases by 10 feet. Dispel magic or a similar
45–46 The target turns into a Flamespear Dragon spell ends this effect.
(Enemies of Elsweyr) that is hostile to you. 81–82 The target is turned inside-out. All of its
47–48 The target becomes vulnerable to all damage equipment is inside its ribcage and skull, and
for 1 minute. its organs are outside. Remove curse or heal
49–50 The target loses the ability to distinguish can undo this effect.
inanimate objects from people for 1d10+5 days. 83–84 The target contracts Corprus, even if the
51–52 The target becomes a goat immune to all divine disease does not exist yet.
damage except for poison damage. The target 85–86 The target becomes the race it despises the
can only be restored to normal by being most. If they hate their own race they become
reduced to 0 hit points. a caricature of their race.
53–54 The target turns into a cooked chicken. They 87–88 The target is petrified, but instead of being
are restored to normal the moment any turned to stone they are a statue made of
creature attempts to eat them without cheese.
knowing they are not actually a cooked 89–90 You conjure a Xivilai (Legionnaire's Guide to
chicken. Cyrodiil) 120 feet away from the target that
55–56 The target becomes deathly allergic to all walks at half its speed towards them to kill
foods except for Kwama eggs. them.
57–58 The target’s mouth becomes sealed shut for 91–92 The target’s speed is reduced to 0 for 1d4
1d4+4 hours. hours.
59–60 Unbreakable chains restrain the target. The 93–94 The target becomes obsessed with Akaviri
chains can only be removed if they are soaked culture to the point that they ignore all other
in boiled goblin blood. things, including eating and personal hygiene.
61–62 The target’s limbs are replaced with replicas 95–96 The next time the target attempts to eat fruit,
made of cloth for 1d10 rounds. they will shout “Have you heard of the High
63–64 The target must slavishly obey your Elves?!”, and then slam the food into their face
commands for 1d10+1 days. while groaning in pain. The target will then
die.
65–66 The target turns into an exact duplicate of
you, and has duplicates of all your equipment. 97–98 The target becomes convinced that they are a
The target is hostile to you and considers itself fictional character.
the original. The target is returned to normal 99–00 3d20+20 commoners appear within 100 feet of
when they are reduced to 0 hit points. the target. They are hostile to the target, deal
67–68 The target turns into a troll for 1d4 years. magical damage, and will stop at nothing to
kill the target.
69–70 The target dies and then rises again as an
undead version of itself. If the target is
undead, it turns to dust.
71–72 The target no longer has object permanence.

CHAPTER 3: TREASURES 67
68 S H A D O W S OV E R S K Y R I M
CHAPTER 4: FRIENDS & FOES

T
he treacherous lands of skyrim are filled Giant MONSTROSITIES
to the brim with intimidating creatures, from Giant Matriarch Hagraven
blood-starved vampires, to fearsome dragons Grahl
of incredible might, ready to swoop down at Sea Giant OOZES
a moment’s notice and bring an adventurer’s story to Udyrfrykte Void Rot
an end. However, the friendly characters and
interesting fauna that populate the northern province HUMANOIDS PLANTS
make for enthralling experiences and can give your Alchemist Gloomspore Senche
games some extra fluff, especially for parties that Alik’r Warrior Gloomspore Wolf
appreciate the attention to detail. College Acolyte
UNDEAD
Companion Circle Initiate
The following chapter brings a wide array of stat Bloodknight
Dawnguard Hunter
blocks for the creatures of the north, ready to be Blood Scion
Dawnguard Scout
thrown in your own version of Skyrim, and are Briarheart Elk-Eye
Dragonborn
arranged in alphabetical order. For guidance on how to Briarheart Wildling
Falmer
use a creature’s stat block, consult the introduction of Death Hound
Falmer Chitin Whisperer
the 5e Core Rules. Dragon Priest
Falmer Duskslicer
Draugr
Falmer Shaman
Draugr Death Overlord
Falmer Warmonger
STAT BLOCKS BY CREATURE Feral Falmer
Draugr Scourge
TYPE Draugulf
Forsworn
Hulking Draugr
Greybeard
ABERRATIONS CONSTRUCTS Nighthollow Vampire
Half-Sea Giant Raider
Shade Ash Spawn Undead Giant
Half-Sea Giant Stormcaller
Shade Colossus Gargoyle Vampire
Jarl
Voidmother Dwarven Arquebus Vampiric Bear
Lorekeeper
Dwarven Ballistae Vampiric Sabre Cat
Psijic Monk
BEASTS Dwarven Centurion Vampiric Senche-Raht
Reachfolk
Chaurus Dwarven Colossus Reach Witch
Chaurus Hatchling Dwarven Sentry Riekling
Chaurus Hunter Dwarven Sphere Riekling Chief
Chaurus Reaper Dwarven Spider Riekling Rider
Chub Loon Stone Husk Riekr
Frostbite Spider Swarm of Dwarven Spiders Riekr Chieftain
Great Bear
Riekr Wildmage
Mammoth FEY
Skald
Sabre Cat Burnt Spriggan
Stormcloak Snow-
Shellbug Leimenid
Hammer
Snow Whale Nereid
Stormcloak Stormblade
Snow Wolf
ELEMENTALS Thalmor Agent
Vale Deer
Ash Guardian Thalmor Justiciar
Vale Sabre Cat
Thalmor Soldier
Venomspit Spider
GIANTS Vateshran
CELESTIALS Armored Troll Vigilant
Sovngarde Hero Frost Troll Witchblade
Frost Giant

CHAPTER 4: FRIENDS & FOES 69


ASH GUARDIAN
Ash Guardians are a creation of the Telvanni mages on
Solsteim. They are similar to a storm atronach, but
ASH SPAWN attack with choking ash and fiery embers rather than
Ash Spawn are terrible creatures native to Solsteim. electricity. They are unstable, aggressive creatures, and
These wretched creations began appearing after Red will even attack their summoners and creators unless
Mountain's eruptions, rising up from the ash to attack they are fed a Heart Stone.
travelers with hot embers and ashen weaponry. They
have a humanoid form, but it is unclear if they are type Ash Guardian
of undead or their own, strange creation. Some arise Large Elemental, Unaligned
on their own, while others climb from the remains of Armor Class 17 (natural armor)
dead men and mer. Whatever they are, they are Hit Points 142 (15d10 + 60)
aggressive and dangerous things who will kill a person Speed 30 ft.
as soon as look at them.
STR AGI END INT WIL PER
17 (+3) 14 (+2) 19 (+4) 10 (+0) 16 (+3) 5 (–3)
Ash Spawn
Medium Construct, Unaligned
Damage Resistances bludgeoning, piercing, and slashing
Armor Class 13 (natural armor) from nonmagical weapons
Hit Points 19 (3d8 + 6) Condition Immunities exhaustion, paralyzed, poisoned,
Speed 30 ft. prone
Senses darkvision 60 ft., passive Perception 13
STR AGI END INT WIL PER Languages —
15 (+2) 13 (+1) 14 (+2) 8 (–1) 14 (+2) 9 (–1) Challenge 9 (5,000 XP) Proficiency Bonus +4

Damage Resistances fire Ashen Movement. The ash guardian can walk across water
Condition Immunities poisoned and ignores difficult terrain.
Senses passive Perception 12
Heated Body. A creature that touches the ash guardian or
Languages —
hits it with a melee attack while within 5 ft. of it takes 7
Challenge 2 (450 XP) Proficiency Bonus +2
(2d6) fire damage.

Ashes to Ashes. When the ash spawn dies, it and its ash Actions
sword disintegrate into a pile of ash.
Multiattack. The ash guardian makes two attacks: one
llumination. The ash spawn sheds bright light in a 5-foot with its bash and one with its ash spray.
radius and dim light for an additional 10 ft.
Ash Spray. Ranged Spell Attack:+7 to hit, range 30 ft., one
Innate Spellcasting. The ash spawn's innate spellcasting target. Hit: 11 (2d10) fire damage. If the target is a
ability is Willpower (spell save DC 12, +4 to hit with spell creature, it must succeed on a DC 16 Agility saving throw
attacks). It can innately cast the following spells, or take 3 (1d6) fire damage at the start of its next turn.
requiring no material components:
Bash. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Cantrips (at will): fire bolt target. Hit: 12 (2d8 + 3) bludgeoning damage plus 6 (1d12)
1/day each: hellish rebuke, scorching ray fire damage.

Actions Eruption (Recharge 5–6). The ash guardian erupts in a


burst of searing embers. Each creature within a 15–foot
Multiattack. The ash spawn makes two attacks with its
radius of the ash guardian must make a DC 14 Agility
ash sword.
saving throw, taking 27 (5d10) fire damage on a failed
Ash Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one save, or half as much on a successful one. If the saving
target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) fire throw fails by 5 or more, the creature takes 7 (2d6) fire
damage. damage at the start of its next turn.

70 S H A D O W S OV E R S K Y R I M
BURNT SPRIGGAN
Though it is unclear how exactly a spriggan becomes a
burnt spriggan, what is clear is that the fires of their
rage give pause to even the most hardy challengers.
Rather than use the nature magic seen in their more
natural counterparts, burnt spriggans make use of fire
magic, leaving trails of smoke and wanton destruction
in their wake.

Burnt Spriggan
Medium Fey, Chaotic Evil
Armor Class 16 (natural armor) Speak With Plants and Beasts. The spriggan can
Hit Points 78 (12d8 + 24) communicate with beasts and plants as if they shared a
Speed 30 ft. language.

Actions
STR AGI END INT WIL PER
14 (+2) 13 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) Multiattack. The spriggan makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


Skills Animal Handling +6, Nature +5, Perception +6,
target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) fire
Stealth +4
damage. If the target is a flammable object that is not
Damage Immunities fire
being worn or carried, it is ignited.
Senses darkvision 60 ft., passive Perception 16
Languages Faerie Immolating Burst (1/day). The spriggan unleashes an
Challenge 6 (2,300 XP) Proficiency Bonus +3 inferno all around it. Each creature within 20 ft. of the
spriggan must make a DC 15 Agility saving throw. On a
Ashen Stride. Once on her turn, the spriggan can use 10 failed save, a target takes 21 (6d6) fire damage, and will
feet of her movement to step magically into one pile of be set on fire. Until a creature takes an action to douse
ash within her reach and emerge from a pile of ash the fire, the target takes 4 (1d8) fire damage at the start
within 60 feet of the first pile of ash, appearing in an of each of its turns. On a successful save, a target takes
unoccupied space within 5 feet of the second pile of ash. half as much damage and is not set on fire.
Both piles of ash must be large or bigger.
Wildfire Blast (Recharge 5–6). The spriggan blasts fire and
Death Burst. When the spriggan dies, it explodes in a ash in a 15 foot cone. Each creature in that area must
burst of ash and flame. Each creature within 10 ft. of it make a DC 15 Endurance saving throw. On a failed save, a
must make a DC 15 Agility saving throw, taking 14 (4d6) target takes 14 (4d6) fire damage, and is blinded for 1
fire damage on a failed save, or half as much damage on minute. On a successful save, a target takes half as much
a successful one. The explosion ignites flammable objects damage and is not blinded. A blinded creature can repeat
in that area that aren't being worn or carried. the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Heated Body. A creature that touches the spriggan or hits
it with a melee attack while within 5 ft. of it takes 3 (1d6)
fire damage.

CHAPTER 4: FRIENDS & FOES 71


CHAURUS Chaurus
Medium Beast, Unaligned
Found deep underground, the chaurus are a species of
hostile carnivorous insect that are often farmed by the Armor Class 16 (natural armor)
feral Falmer in Skyrim. They possess a bite that can Hit Points 22 (4d8 + 4)
chew through steel and an acidic poison saliva that Speed 30 ft., burrow 10 ft., climb 30 ft.
they lob at prey. Their chitin is pliable and is used in a
variety of ways by Falmer, from weapons, to armor, to STR AGI END INT WIL PER
housing. 13 (+1) 14 (+2) 12 (+1) 1 (–5) 11 (+0) 6 (–2)

Senses darkvision 60 ft., tremorsense 60 ft., passive


CHAURUS HUNTER Perception 12
Languages —
At adulthood, chaurus can pupate into chaurus
Challenge 1 (200 XP) Proficiency Bonus +2
hunters, gaining the mobility that only newly-grown
wings can afford. In addition to its bite and spit
Tunneler. The chaurus can burrow through solid rock at
attacks, the hunter gains a powerful sting that can
half its burrow speed and leaves a 5-foot-diameter tunnel
poison prey, slowly rendering it incapable of escape.
in its wake.

Spider Climb. The chaurus can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check.

Actions
Multiattack. The chaurus makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 2) piercing damage.

Acid Spit. Ranged Weapon Attack: +4 to hit, range 30 ft.,


one target. Hit: 10 (3d6) acid damage.

Chaurus Hunter
Medium Beast, Unaligned
Armor Class 15 (natural armor) Actions
Hit Points 33 (6d8 + 6)
Multiattack. The chaurus makes three attacks: two with
Speed 10 ft., climb 10 ft., fly 50 ft.
its forelimbs and one with its bite. Alternatively, it uses
its Acid Spit twice.
STR AGI END INT WIL PER
12 (+1) 16 (+3) 12 (+1) 1 (–5) 16 (+3) 6 (–2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) acid
Skills Perception +5 damage.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Forelimbs. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Perception 15
target. Hit: 7 (1d8 + 3) slashing damage.
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2 Acid Spit. Ranged Weapon Attack: +5 to hit, range 30 ft.,
one target. Hit: 10 (3d6) acid damage.
Spider Climb. The chaurus can climb difficult surfaces,
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one
including upside down on ceilings, without needing to
target. Hit: 6 (1d6 + 3) piercing damage, and the target
make an ability check.
must make a DC 13 Endurance saving throw, taking 10
Keen Smell. The chaurus has advantage on Willpower (3d6) acid damage and is poisoned on a failed save, or
(Perception) checks that rely on smell. half as much damage and isn’t poisoned on a successful
one. While poisoned in this way, the target takes 3 (1d6)
acid damage at the start of each of its turns. It can repeat
the saving throw at the end of its turns, ending the effect
on a success.

72 S H A D O W S OV E R S K Y R I M
CHAURUS REAPER Chaurus Hatchling
Small Beast, Unaligned
Chaurus Reapers are a larger variety of chaurus, and
Armor Class 14 (natural armor)
the danger they pose is likewise larger. With the cruel
Hit Points 7 (2d6)
ability to impregnate prey with chaurus eggs, they
Speed 20 ft., burrow 10 ft., climb 20 ft.
possess a staying power unlike other similar creatures.
This ability to lay eggs can also prove a danger mid-
STR AGI END INT WIL PER
combat as the Reaper is capable of birthing allies in the
11 (+0) 14 (+2) 10 (+0) 1 (–5) 11 (+0) 6 (–2)
form of chaurus hatchlings.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
CHAURUS HATCHLING Languages —
Chaurus hatchlings, are, as the name suggests, the Challenge 1/8 (25 XP) Proficiency Bonus +2
infant form of a Chaurus. These larval beings are
smaller and more centipede-like than their older Tunneler. The chaurus can burrow through solid rock at
counterparts. They tend to feed upon corpses and half its burrow speed and leaves a 2 1/2-foot-diameter
scraps left behind by their elders and Falmer handlers. tunnel in its wake.

Spider Climb. The chaurus can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

Chaurus Reaper
Large Beast, Unaligned
Armor Class 19 (natural armor) Actions
Hit Points 82 (11d10 + 22)
Multiattack. The chaurus makes three attacks: two with
Speed 30 ft., burrow 10 ft., climb 30 ft.
its bite and one with its pincer. Alternatively, it uses its
Acid Spit twice.
STR AGI END INT WIL PER
16 (+3) 14 (+2) 15 (+2) 3 (–4) 14 (+2) 6 (–2) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) acid
Senses darkvision 60 ft., tremorsense 60 ft., passive damage. If the target is a Large or smaller creature, it is
Perception 15 grappled (escape DC 15). Until this grapple ends, the
Languages — chaurus can bite only the grappled creature and has
Challenge 5 (1,800 XP) Proficiency Bonus +3 advantage on attack rolls to do so.

Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Tunneler. The chaurus can burrow through solid rock at
target. Hit: 6 (1d6 + 3) piercing.
half its burrow speed and leaves a 5-foot-diameter tunnel
in its wake. Acid Spit. Ranged Weapon Attack: +5 to hit, range 30 ft.,
one target. Hit: 14 (4d6) acid damage. If the chaurus is
Spider Climb. The chaurus can climb difficult surfaces,
grappling a creature, it can't target a creature other than
including upside down on ceilings, without needing to
the one grappled and it has advantage on attack rolls it,
make an ability check.
ignoring the disadvantage from being within 5 ft.
Egg Bearer (1 /Day). When the chaurus deals damage from
Mother's Call (1/Day). The chaurus lays 2d8 eggs in a
its pincer attack, it also leaves 1d4 eggs inside its target’s
space within 10 ft. of it that immediately hatch into
wound. The target must have a passive Perception of 16
Chaurus Hatchlings with 5 hit points and a size of tiny.
or higher to notice the eggs. The eggs hatches in 1d4
days, dealing 11 (2d10) slashing damage for each egg if Acid Spray (Recharge 5–6). The chaurus spits acid in a line
still inside the target. The eggs hatch Chaurus Hatchlings that is 30 feet long and 5 feet wide, each creature in that
with 5 hit points and a size of tiny. line must make a DC 15 Agility saving throw, taking 21
(6d6) acid damage on a failed save, or half as much
damage on a successful one. If the chaurus is grappling a
creature the acid spray only affects it and it has
disadvantage on the saving throw.

CHAPTER 4: FRIENDS & FOES 73


War began. At first, men died by the thousands. The
DRAGON PRIEST ancient texts reveal that a few dragons took the side of
Long ago in the Merethic Era, the Dragon Cult was men. Why they did this is not known. The priests of
dominant over the sons of Atmora, creating a feudal the Nine Divines claim it was Akatosh himself that
society serving the mighty dragons, with their Priests intervened. From these dragons, men learned magics
operating between them. The Dragon Priests were to use against dragons. The tide began to turn and
tyrannical, much like their Dov masters. In the time dragons began to die, as well. The war was long and
since the Dragon Cult’s decline, the Dragon Priests bloody. The dragon priests were overthrown and
have lingered in their tombs, retaining their power dragons were slaughtered in large numbers. The
through the worship of their draugr servants. surviving dragons scattered, choosing to live in remote
Intelligent and fearsome combatants, the Dragon places away from men. The dragon cult itself adapted
Priests float along the ground and are draped in and survived. They built the dragon mounds,
ancient finery and ornamentation befitting their entombing the remains of dragons that fell in the war.
station. These masked and frightful undead are highly They believed that one day the dragons would rise
powerful spellcasters, wielding not only dangerous again and reward the faithful.
magic, but a potent thu’um, as well. Despite lying Immortal Servants. The ancient priests of the dragon
dormant for thousands of years, the devotion their cult insisted that their followers be buried with them.
draugr have for their Priests has not waned, and These men and women were buried, seemingly
Dragon Priests have no qualms with sending their willingly, and over the thousands of years that had
draugr servants to wear down an enemy before passed, became the wretched things known as the
engaging themselves. draugr. Speaking only in the tongue of dragons, the
Beware facing a Dragon Priest unprepared, unless draugr adherents of the dragon priest continue their
you wish to join the ranks of their draugr servants, worship in death, defending the priest chambers with
forever compelled to serve the despotic undead an unmatched ferocity. Every day, different sets of
sorcerer. draugr awaken, and shamble their way to the
sarcophagus of their priest. Here, they would prostrate
Loyal servants to the dragons of Skyrim, the Dragon themselves and transfer a flow of life force between
Priests were once the prominent leaders of the Dragon the adherent and their master. This eternal wellspring
Cult. At one time, they commanded great armies that the draw from each day rekindles nightly as they
dedicated to serving the dragons. For their service, the rest in their niches. The second eternal life was only
dragon priests were granted eternal life. promised to those who ascended to priesthood, but
Speakers to the Dragons. The Dragon Priests were the the lesser functionaries contributed to their life force
direct servants to their dragon lords and served as to sustain them for eternity.
speaker between the dragons they worshiped, and the Dragon Cult Masks. Legend holds that the highest
men who followed. In their time, the dragons of ranking dragon priests were granted magical masks –
Skyrim were worshiped as gods, believed to be the kin strange artifacts that defy the laws of time, and grant
of Akatosh himself. Dragons, being dragons, embraced their wearers powerful enchantments. Each priest
their role as god-kings over men. They granted a small received their own mask, forged from unique
amount of power to the dragon priests in exchange for materials, and were given magical properties, perhaps
their absolute obedience. In turn, the dragon priests related to the dragon they served or augmenting the
ruled men as equals to the kings. Dragons could not be talents the priest. The mask is given the same draconic
bothered with ruling over hordes of small, soft name as the priest who wears it.
creatures that worshiped them.
Undead Nature. A dragon priest doesn't require air,
Corruption of Power. On behalf the dragons, the food, drink, or sleep.
priests demanded tribute to please them, and set down
laws and codes of living that kept peace between
dragons and men. In Tamriel, the dragons and their
priests were hardly considered benevolent. A
combination of ambitious dragon priests, nefarious
dragons, and weak kings allowed the dragon priests to
rule with an iron fist, making virtual slaves of the rest
of the population.
Dragon War. When the populace rebelled, the dragon
priests retaliated. When the dragon priests could not
collect the tribute or control the masses, the dragons'
response was swift and brutal. So it was the Dragon

74 S H A D O W S OV E R S K Y R I M
Dragon Priest
Medium Undead, Typically Lawful Evil
Armor Class 17 (natural armor) Dragon Shout (Recharge 6). The dragon priest uses one of
Hit Points 112 (15d8 + 45) the following dragon shouts.
Speed 0 ft., fly 40 ft. (hover) Breath of Time (Amativ Bok Tiid). The dragon priest
exhales a breath that bends time itself in a 30-foot cone.
STR AGI END INT WIL PER Each creature in that area must succeed on a DC 16
18 (+4) 12 (+1) 17 (+3) 18 (+4) 18 (+4) 16 (+3) Endurance saving throw. On a failed save, the creature’s
age increases by 2d10 years.
Saving Throws End +8, Int +9, Wil +9, Per +8 Dismay (Faas Ru Maar). The dragon priest speaks a force
Skills Arcana +9, History +9, Perception +9, Religion +9 of terror. Every creature in a 30-foot cone must succeed
Damage Resistances cold on a DC 16 Willpower saving throw or drop whatever it
Damage Immunities necrotic, poison; bludgeoning, is holding and become frightened for the duration. The
piercing, and slashing from nonmagical weapons frightened creature must take the Dash action and
Condition Immunities charmed, exhaustion, frightened, move away from the dragon priest by the safest
paralyzed, poisoned available route on each of its turns, unless there is
Senses darkvision 60 ft., passive Perception 19 nowhere to move. If the creature ends its turn in a
Languages Dovahzul, Nordic, Tamrielic location where it can’t see the dragon priest, it can
Challenge 15 (13,000 XP) Proficiency Bonus +5 make a Willpower saving throw. If a creature’s saving
throw is successful or the effect ends for it, the
Disintegration. If the dragon priest dies, its body creature is immune to the dragon priest’s Dismay for
disintegrates into dust, leaving behind its weapons and the next 24 hours.
anything else it was carrying. Elemental Breath (Frin Krah Nos). The dragon priest
chooses to exhale either a gout of flames, a burst of ice,
Dragon's Blessing. The dragon priest is immune to dragon
or a blast of electricity in a 30-foot cone. Each creature
shouts from draugr or dragon priests.
in that line must make a DC 16 Agility saving throw,
Magic Resistance. The dragon priest has advantage on taking 56 (16d6) fire, cold, or lightning damage on a
saving throws against spells and other magical effects. failed save, or half as much on a successful one.
Unrelenting Force (Fus Ro Dah). The dragon priest
Ruler of the Death. While within 30 feet of the dragon
exhales a blast of force in a 30-foot cone. Each creature
priest, any draugr makes saving throws with advantage
in that cone must make a DC 16 Strength saving throw.
and regains 1d6 hit points whenever it starts its turn
On a failed save, a creature takes 28 (8d6) force damage,
there.
is knocked back 20 feet and falls prone. On a successful
Spellcasting. The dragon priest is a 12th-level spellcaster.
save, the creature takes half as much damage and isn’t
Its spellcasting ability is Intelligence (spell save DC 17,
knocked back
+9 to hit with spell attacks). The dragon priest has the
following mage spells prepared and has 73 magicka Legendary Actions
points:
The dragon priest can take 3 legendary actions, choosing
from the options below. Only one legendary action option
Cantrips (at will): chill touch, fire bolt, minor illusion, ray of
can be used at a time and only at the end of another
frost, shocking grasp
creature's turn. The dragon priest regains spent legendary
1st level (2 magicka): burden, burning hands, charm person,
actions at the start of its turn.
shield, soul trap
2nd level (3 magicka): Baronoff's bloody icicle, hold person, Attack. The dragon priest makes one attack with its
scorching ray, stormhand Draining Touch.
3rd level (5 magicka): animate dead, dispel magic, lightning Cantrip. The dragon priest casts a cantrip.
bolt, vampiric touch Command Draugr. The dragon priest targets one friendly
4th level (6 magicka): blight, fire shield, ice storm draugr it can see within 30 feet of it. If the target can
5th level (7 magicka): black winter, geas see or hear the dragon priest, the target can make one
6th level (9 magicka): wizard rend Melee Weapon Attack using its reaction and has
Turn Resistance. The dragon priest has advantage on advantage on the attack roll.
saving throws against any effect that turns undead. Recharge Thu’um (Costs 2 Actions). The dragon priest
can make a roll to recharge its Dragon Shouts action.
Actions On a successful roll, the dragon priest can immediately
Draining Touch. Melee Spell Attack: +9 to hit, reach 5 ft., use a Dragon Shout action. The Dragon Shout can’t be
one target. Hit: 18 (4d6 + 4) necrotic damage, the dragon the same as the previous shout used.
priest regains hit points equal to half the damage dealt.

CHAPTER 4: FRIENDS & FOES 75


Draugr
Medium Undead, Typically Neutral Evil
DRAUGR
Resting and waiting in many barrows and burial
Armor Class 15 (armor scraps) grounds of ancient Nords, the draugr are the undead
Hit Points 22 (3d8 + 9) guardians from long ago. Most draugr are thought to
Speed 30 ft. have been workers or commoners who were bound to
a particular Dragon Priest and so defend the Priest
STR AGI END INT WIL PER even in death. Draugr bear the slightest resemblance to
15 (+2) 12 (+1) 16 (+3) 7 (–2) 12 (+1) 5 (–3) how they looked in life, however their skin sags, giving
them a skeletal and starved appearance. The skin on
Skills Athletics +4, Perception +3 their faces has curled back to give many a frozen grin
Damage Resistances cold as the skull’s teeth show through, and their empty eye
Damage Immunities poison sockets glow with an eerie blue light.
Condition Immunities exhaustion, poisoned
Unlike the lowly zombie, draugr appear to maintain
Senses darkvision 60 ft., passive Perception 13
some semblance of intelligence and veils of their
Languages Dovahzul, Nordic
previous life. Using the dragon language, draugr can
Challenge 1 (200 XP) Proficiency Bonus +2
communicate simple thoughts with each other,
making them much more dangerous foes. Their
Dragon's Blessing. The draugr is immune to dragon shouts
undead minds preserve the ability to cast spells or
from other draugr.
wield the weapons they did in life. Many will employ
Undead Fortitude. If damage reduces the draugr to 0 hit military tactics and traps in their barrows to elimate
points, it must make a Endurance saving throw with a DC graverobbers. Some Draugr will rush graverobber with
of 5 + the damage taken, unless the damage is radiant or sword and axe, others will fire longbows from afar, and
from a critical hit. On a success, the draugr drops to 1 hit others still will employ ice magic to destroy their foes.
point instead. Many speak in Dovahzul, and some can even use the
Thu'um. Draugr have even been seen cleaning and
Actions maintaining their barrows, patching up broken areas,
Multiattack. The draugr makes two attacks. fixing traps, and even restocking chests if they have
been looted.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing Eternal Keepers. In the nordic barrows of Skyrim,
damage. draugr can be found serving their masters long into
their second life. Usually associated with the dragon
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
cult, these draugr are the soldiers and servants of the
ft., one target. Hit: 4 (1d6 + 1) piercing damage.
powerful dragon priests. When their master died, they
were buried with them. These followers rise from their
resting place each day, transferring the lingering life
energies into the dragon priest, and defending the
barrow from uninvited adventurers. Other draugr,
those with no master, have similar eternal duties.
Tasked with protecting family heirlooms or buried
treasure, the draugr are relentless guardians.
Curse of the All-Maker. The draugr of Solstheim have
a different, tragic history of blasphemy and retribution.
A tribe of Skaal warriors were trapped on the island.
With no food, and a particularly brutal winter, the tribe
was forced to feast on the flesh of their dead. The All-
Maker witnessed this grim act and cursed them to
walk the land for eternity with an unquenchable
hunger for flesh.
Undead Nature. A draugr doesn't require air, food,
drink, or sleep.

76 S H A D O W S OV E R S K Y R I M
DRAUGR DEATH OVERLORD
The Death Overlords are among the most terrifying of
the Draugr, thought to have been only the most
formidable of combatants. They wield the most deadly
of weapons, often made of ebony, and possess an
incredibly potent thu’um they use to deter and
eliminate intruders.

Draugr Death Overlord


Medium Undead, Typically Neutral Evil
Armor Class 18 (plate) Actions
Hit Points 119 (14d8 + 56)
Multiattack. The draugr makes two greataxe attacks.
Speed 30 ft.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR AGI END INT WIL PER target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) cold
20 (+5) 15 (+2) 18 (+4) 8 (–1) 15 (+2) 6 (–2) damage.

Dragon Shout (Recharge 6). The draugr uses one of the


Skills Athletics +9, Perception +6
following dragon shouts.
Damage Resistances cold
Damage Immunities poison Disarm (Zun Haal Viik). The draugr uses its voice to
Condition Immunities exhaustion, poisoned create a shout in a 30-foot cone that defies steel. Every
Senses darkvision 120 ft., passive Perception 16 creature within the cone must make a DC 16 Strength
Languages Dovahzul, Nordic saving throw. On a failed save, the creature is unable to
Challenge 10 (5,900 XP) Proficiency Bonus +4 keep a grip on any object it is holding in its hands and
the object is thrown back 20 feet. On a successful save,
Dragon's Blessing. The draugr is immune to dragon shouts the creature continues to hold on to the objects in their
from other draugr. hands, but they have disadvantage on any rolls made
using the object, such as weapon attacks, until the end
Undead Fortitude. If damage reduces the draugr to 0 hit
of their next turn.
points, it must make a Endurance saving throw with a DC
Unrelenting Force (Fus Ro Dah). The draugr exhales a
of 5 + the damage taken, unless the damage is radiant or
blast of force in a 30-foot cone. Each creature in that
from a critical hit. On a success, the draugr drops to 1 hit
cone must make a DC 16 Strength saving throw. On a
point instead.
failed save, a creature takes 28 (8d6) force damage, is
Chill of the Grave. The draugr and every friendly undead knocked back 20 feet and falls prone. On a successful
within 20 feet of it deal an additional 1d6 cold damage save, the creature takes takes half as much damage and
(included in the attack). Additionally, the draugr can isn’t knocked back.
extinguish all nonmagical flames within this radius as a Frost Breath (Fo Krah Diin). The draugr exhales an icy
bonus action. blast in a 30-foot cone. Each creature in that area must
make a DC 16 Endurance saving throw, taking 36 (8d8)
Turning Defiance. The draugr and any other friendly
cold damage on a failed save, or half as much on a
undead within 30 feet of it have advantage on saving
successful one. Additionally, 1d4 frost wyrms appear in
throws against effects that turn undead
an unoccupied space within the area of the Frost Breath
and act as allies of the draugr. The wyrms remain for 1
hour, until the draugr dies, or the draugr dismisses
them as a bonus action.

CHAPTER 4: FRIENDS & FOES 77


DRAUGR SCOURGE
These draugr are common among the defenders of
Nordic barrows. With a highly ferocious offensive
presence, they employ both strength-of-arm and
remedial uses of the thu’um, and can easily overpower
unprepared would-be grave robbers.

Draugr Scourge
Medium Undead, Typically Neutral Evil
Armor Class 18 (plate) Actions
Hit Points 75 (10d8 + 30)
Multiattack. The draugr makes three longsword attacks
Speed 30 ft.
or two ice spike attacks.
STR AGI END INT WIL PER Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
18 (+4) 12 (+1) 16 (+3) 7 (–2) 16 (+3) 5 (–3) target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands.
Skills Athletics +7, Perception +6
Ice Spike. Ranged Spell Attack: +6 to hit, range 120 ft., one
Damage Resistances cold
target. Hit: 3 (1d6) piercing damage plus 7 (2d6) cold
Damage Immunities poison
damage.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16 Dragon Shout (Recharge 6). The draugr uses one of the
Languages Dovahzul, Nordic following dragon shouts.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Disarm (Zun Haal Viik). The draugr uses its voice to
create a shout in a 30-foot cone that defies steel. Every
Dragon's Blessing. The draugr is immune to dragon shouts
creature within the cone must make a DC 14 Strength
from other draugr.
saving throw. On a failed save, the creature is unable to
Undead Fortitude. If damage reduces the draugr to 0 hit keep a grip on any object it is holding in its hands and
points, it must make a Endurance saving throw with a DC the object is thrown back 20 feet. On a successful save,
of 5 + the damage taken, unless the damage is radiant or the creature continues to hold on to the objects in their
from a critical hit. On a success, the draugr drops to 1 hit hands, but they have disadvantage on any rolls made
point instead. using the object, such as weapon attacks, until the end
of their next turn.
Innate Spellcasting. The draugr's innate spellcasting
Unrelenting Force (Fus Ro Dah). The draugr exhales a
ability is Willpower (spell save DC 14, +6 to hit with spell
blast of force in a 30-foot cone. Each creature in that
attacks). It can innately cast the following spells,
cone must make a DC 14 Strength saving throw. On a
requiring no material components:
failed save, a creature takes 14 (4d6) force damage, is
Cantrips (at will): ray of frost, shocking grasp, thaumaturgy knocked back 20 feet and falls prone. On a successful
3/day each: fog cloud, gust of wind, sleet storm save, the creature takes takes half as much damage and
1/day each: fear, slow isn’t knocked back.
Conjure Atronach (1/Day). The draugr conjures a frost
atronach that obeys its commands. The atronach
disappears after 1 hour, when it drops to 0 hit points, or
if the draugr is incapacitated.

78 S H A D O W S OV E R S K Y R I M
DRAUGULF HULKING DRAUGR
Within the tombs and barrows of ancient Nords, on This variety of draugr are particularly sturdy and are
occasion a wolf will be interred to serve as an undead capable of bringing the mightiest of warriors low with
Draugulf, relentlessly patrolling and guarding the their enhanced strength, sharpened axes, and feral
remains of their masters. claws.

Draugulf Hulking Draugr


Medium Undead (Draugr), Unaligned Medium Undead, Typically Neutral Evil
Armor Class 13 (natural armor) Armor Class 15 (armor scraps)
Hit Points 27 (5d8 + 5) Hit Points 60 (8d8 + 24)
Speed 40 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
12 (+1) 15 (+2) 13 (+1) 3 (–4) 12 (+1) 6 (–2) 18 (+4) 12 (+1) 16 (+3) 7 (–2) 12 (+1) 5 (–3)

Skills Perception +3, Stealth +4 Skills Athletics +6, Perception +3


Damage Resistances cold Damage Resistances cold
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages — Languages Dovahzul, Nordic
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2

Keen Hearing and Smell. The draugulf has advantage on Dragon's Blessing. The draugr is immune to dragon shouts
Willpower (Perception) checks that rely on hearing or from other draugr.
smell.
Aggressive. As a bonus action, the draugr can move up to
Pack Tactics. The draugulf has advantage on an attack roll its speed toward a hostile creature that it can see.
against a creature if at least one of the draugulf's allies is
Undead Fortitude. If damage reduces the draugr to 0 hit
within 5 ft. of the creature and the ally isn't incapacitated.
points, it must make a Endurance saving throw with a DC
Undead Fortitude. If damage reduces the draugulf to 0 hit of 5 + the damage taken, unless the damage is radiant or
points, it must make a Endurance saving throw with a DC from a critical hit. On a success, the draugr drops to 1 hit
of 5 + the damage taken, unless the damage is radiant or point instead.
from a critical hit. On a success, the draugulf drops to 1
Reckless. At the start of its turn, the draugr can gain
hit point instead.
advantage on all Melee Weapon Attack rolls it makes
Actions during that turn, but attack rolls against it have
advantage until the start of its next turn.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage. If the target is a Savage Attacks. When the draugr scores a critical hit with
creature, it must succeed on a DC 13 Strength saving a Melee Weapon Attack, it can roll one of the weapon’s
throw or be knocked prone. damage dice one additional time and add it to the extra
damage of the critical hit.

Actions
Multiattack. The draugr makes three attacks: two with its
claws and one with its battleaxe.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) slashing damage.

CHAPTER 4: FRIENDS & FOES 79


DWEMER Dwarven Arquebus
Medium Construct (Animunculi), Unaligned
ANIMUNCULI Armor Class 16 (natural armor)
The last remnants of the Dwemer across the face of Hit Points 38 (7d8 + 7)
Tamriel, the little understood, and impossibly difficult Speed 30 ft.
to replicate, the animunculi are automatons of the
Deep Elves design. Ever present in the ruins of Dwemer, STR AGI END INT WIL PER
the animunculi are ever vigilant watchers and 14 (+2) 14 (+2) 12 (+1) 3 (–4) 14 (+2) 5 (–3)
guardians of the secrets of their former creators. The
predominant factor that any would be adventurer or Saving Throws Agi +4
looter will undoubtedly face within the ruins of a Damage Immunities poison
Dwemer city, the animunculi do not take kindly to Condition Immunities blinded, charmed, deafened,
non-Dwemers invading their space. frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creature but
DWARVEN ARQUEBUS can’t speak
Seemingly an advancement unique to Resdayn Dwemer Challenge 3 (700 XP) Proficiency Bonus +2
ruins, these animunculi are visually similar to Dwarven
Spheres, however they are equipped with some form of Immutable Form. The animunculi is immune to any spell
electric projectile weapon that is also capable of or effect that would alter its form.
spewing jets of fire. Repairable. As long as it has at least 1 hit point remaining,
the animunculi regains 1 hit point when a mending spell
is cast on it.
DWARVEN BALLISTA
Actions
Dwarven Ballistae are slow-moving animunculi with
the sole purpose of delivering heavy ranged attacks, Multiattack. The animunculi makes two attacks: one with
either for siege or anti-infantry purposes. Resembling a its lightning cannon and one with its armbow.
typical ballista, a Dwemer Ballista features a dome Lightning Cannon. Ranged Weapon Attack: +4 to hit, range
meant to protect the intricate mechanisms and 30 ft., one target. Hit: 6 (1d8 + 2) lightning damage.
machinery hidden within.
Armbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
DWARVEN CENTURION Flamethrower (Recharge 6). The animunculi blasts fire in a
Of the common animunculi encountered among the 15-foot line that is 5 feet wide. Each creature in that line
depths of Dwemer ruins, the Centurion is among the must make a DC 13 Agility saving throw, taking 17 (5d6)
most deadly. Standing nearly twelve feet tall, this stout fire damage on a failed save, or half as much on a
and sturdy machine bears a humanoid shape, albeit successful one.
with one arm ending in a greatsword and the other
Shell Defense. The animunculi withdraws into its shell.
ending in a hefty maul. Being powered by steam, the
Until it emerges, it gains a +4 bonus to AC and has
Centurion is capable of weaponizing its steam, blasting
advantage on Strength and Endurance saving throws.
ill-fated foes with scalding vapor.
While in its shell, the animunculi is prone, it can’t take
reactions, and the only actions it can take is either
Disengage or use a bonus action to emerge.
DWARVEN COLOSSUS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
The Dwarven Colossus is truly massive in size,
target. Hit: 9 (2d6 + 2) piercing damage. If the target is a
dwarfing other animunculi by comparison. Perhaps the
creature, it must succeed on a DC 13 Strength saving
most destructive of Dwarven machines, the Colossus is
throw or be knocked prone.
clearly made for war, featuring an anti-infantry
flamethrower and razor-sharp rotating blades made for
cutting through swathes of enemies.

80 S H A D O W S OV E R S K Y R I M
Dwarven Ballista Dwarven Centurion
Medium Construct (Animunculi), Unaligned Large Construct (Animunculi), Unaligned
Armor Class 17 (natural armor) Armor Class 15 (natural armor)
Hit Points 36 (8d8) Hit Points 142 (15d10 + 60)
Speed 20 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
14 (+2) 8 (–1) 10 (+0) 3 (–4) 12 (+1) 5 (–3) 18 (+4) 10 (+0) 18 (+4) 7 (–2) 12 (+1) 5 (–3)

Damage Immunities poison Damage Resistance fire


Condition Immunities blinded, charmed, deafened, Damage Immunities poison
frightened, paralyzed, poisoned Condition Immunities blinded, charmed, deafened,
Senses darkvision 120 ft., passive Perception 11 frightened, paralyzed, poisoned
Languages understands the languages of its creature but Senses darkvision 60 ft., passive Perception 11
can’t speak Languages understands the languages of its creature but
Challenge 2 (450 XP) Proficiency Bonus +2 can’t speak
Challenge 7 (2,900 XP) Proficiency Bonus +3
Animunculi Weakness. The ballista cannot right itself if
knocked prone. Immutable Form. The centurion is immune to any spell or
effect that would alter its form.
Immutable Form. The animunculi is immune to any spell
or effect that would alter its form. Repairable. As long as it has at least 1 hit point remaining,
the centurion regains 1 hit point when a mending spell is
Repairable. As long as it has at least 1 hit point remaining,
cast on it.
the animunculi regains 1 hit point when a mending spell
is cast on it. Actions
Siege Monster. The ballista deals double damage to Multiattack. The centurion makes two attacks: one with
objects and structures. its armblade and one with its hammerfist.

Actions Armblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) slashing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/320 ft.,
one target. Hit: 16 (3d10) piercing damage. Hammerfist. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the
Spear Launcher. Ranged Weapon Attack: +6 to hit, range 90
target is a Medium or smaller creature, it must succeed
ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the
on a DC 17 Strength saving throw or be knocked prone.
target is knocked prone.
Whirl (Recharge 5–6). The centurion can use its action to
Explosive Bolt (Recharge 6). The ballista launches an
spin at the waist, targeting creatures of its choice within
explosive charge at a point within 120 feet of it. Each
10 feet of it. Each target must make a DC 13 Agility saving
creature within 20 feet of that point must make a DC 11
throw, taking 9 (1d10 + 3) bludgeoning damage and 14
Agility saving throw, taking 17 (5d6) fire damage on a
(2d10 + 3) slashing damage on a failed save, or half as
failed save, or half as much on a successful one.
much on a successful one.

Steam Blast (Recharge 6) . The centurion exhales scalding


steam in a 30-foot cone. Each creature in that area must
make a DC 16 Endurance saving throw, taking 35 (10d6)
fire damage on a failed save, or half as much damage on
a successful one. Being underwater doesn’t grant
resistance against this damage.

CHAPTER 4: FRIENDS & FOES 81


Dwarven Colossus
Huge Construct (Animunculi), Unaligned
Armor Class 20 (natural armor) Rotary Armblade (Recharge 6). The colossus makes a
Hit Points 213 (16d12 + 108) sweep with its rotary armblade, and each creature within
Speed 30 ft. 10 feet of it must make a DC 16 Agility saving throw. A
creature takes 19 (3d8 + 6) slashing damage on a failed
STR AGI END INT WIL PER save, or half as much damage on a successful one.
23 (+6) 8 (–1) 22 (+6) 3 (–4) 18 (+4) 5 (–3)
Flamethrower (Recharge 5–6). The colossus blasts fire in a
30-foot line that is 15 feet wide. Each creature in that line
Damage Resistances fire, lightning; bludgeoning, piercing must make a DC 16 Agility saving throw, taking 35 (10d6)
and slashing from nonmagical attacks fire damage on a failed save, or half as much damage on
a successful one.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Legendary Actions
frightened, paralyzed, poisoned
The colossus can take 3 legendary actions, choosing from
Senses darkvision 120 ft., passive Perception 14
the options below. Only one legendary action option can
Languages understand the languages of its creatore but
be used at a time and only at the end of another
can’t speak
creature's turn. The colossus regains spent legendary
Challenge 16 (15,000 XP) Proficiency Bonus +5
actions at the start of its turn.

Immutable Form. The colossus is immune to any spell or Slam Attack. The colossus makes a slam attack.
effect that would alter its form. Steam Burst (Costs 2 Actions). The colossus exhales
Magic Resistance. The colossus has advantage on saving scalding steam in a 30-foot cone. Each creature in that
throws against spells and other magical effects. area must make a DC 18 Endurance saving throw, taking
21 (6d6) fire damage on a failed save, or half as much
Repairable. As long as it has at least 1 hit point remaining, damage on a successful one. Being underwater doesn’t
the colossus regains 1 hit point when a mending spell is grant resistance against this damage.
cast on it. Command Animunculi. The colossus targets one ally it
Siege Monster. The colossus deals double damage to can see within 30 feet of it. If the target can see the
objects and structures. colossus, the target can make one weapon attack as a
reaction and gains advantage on the attack roll.
Actions
Reactions
Multiattack. The colossus makes two attacks.
Unyielding. When the colossus is subjected to an effect
Flame Cannon. Ranged Weapon Attack: +9 to hit, range 60 that would move it, knock it prone, or both, it can use its
ft. one target. Hit: 17 (3d8 + 4) fire damage. reaction to be neither moved nor knocked prone.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft. One
target. Hit: 17 (2d10 + 6) bludgeoning damage, and the
target is knocked prone.

82 S H A D O W S OV E R S K Y R I M
DWARVEN SENTRY DWARVEN SPHERE
These small spherical animunculi feature basic Often found still patrolling their ruined homes, these
defensive hardware, allowing their allies to do the machines are capable of folding themselves into a
heavy lifting while they support from safety. Usually mobile sphere shape, expanding themselves when
simple guards made to defend against intruders, their engaging in combat. Featuring a shield, mounted
shape can make it difficult to dispatch them. crossbow, and a bladed arm, these constructs are
steadfast guardians and combatants, dissuading
intruders from venturing into their territory.

Dwarven Sentry Dwarven Sphere


Small Construct (Animunculi), Unaligned Medium Construct (Animunculi), Unaligned
Armor Class 14 (natural armor) Armor Class 15 (natural armor)
Hit Points 5 (1d6 + 1) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
9 (–1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 5 (–3) 14 (+2) 14 (+2) 12 (+1) 3 (–4) 14 (+2) 5 (–3)

Skills Perception +4 Skills Perception +4


Saving Throws Agi +4 Saving Throws Agi +4
Damage Immunities poison Damage Immunities poison
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, poisoned frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 14
Languages understands the languages of its creature but Languages understands the languages of its creature but
can’t speak can’t speak
Challenge 1/8 (25 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2

Immutable Form. The animunculi is immune to any spell Animunculi Role. The animunculi has one of the following
or effect that would alter its form. traits of your choice:

Repairable. As long as it has at least 1 hit point remaining, Archer. The animunculi gains the use of its armbow
the animunculi regains 1 hit point when a mending spell attack.
is cast on it. Defender. The animunculi gains the use of its shield and
gains a +2 to its AC
Actions
Electric Shock. Ranged Weapon Attack: +4 to hit, range 30 Immutable Form. The animunculi is immune to any spell
ft., one target. Hit: 4 (1d4 + 2) lightning damage. or effect that would alter its form.
Protective Barrier. The sentry targets an animunculi it can Repairable. As long as it has at least 1 hit point remaining,
see within 30 feet of it and creates a defensive barrier for the animunculi regains 1 hit point when a mending spell
the construct, granting it a +2 to its AC until the start of is cast on it.
the sentry’s next turn. Should this line of sight between
Actions
the two cease, the animunculi loses this bonus before the
sentry’s next turn. Multiattack. The animunculi makes two attacks.

Shell Defense. The animunculi withdraws into its shell. Armblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Until it emerges, it gains a +4 bonus to AC and has target. Hit: 5 (1d6 + 2) slashing damage.
advantage on Strength and Endurance saving throws.
Armbow (Archer Only). Ranged Weapon Attack: +4 to hit,
While in its shell, the animunculi is prone, it can’t take
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
reactions, and the only actions it can take is either
damage.
Disengage or use a bonus action to emerge.
Shell Defense. The animunculi withdraws into its shell.
Until it emerges, it gains a +4 bonus to AC and has
advantage on Strength and Endurance saving throws.
While in its shell, the animunculi is prone, it can’t take
reactions, and the only actions it can take is either
Disengage or use a bonus action to emerge.

CHAPTER 4: FRIENDS & FOES 83


DWARVEN SPIDER
Vaguely arachnid in appearance, this construct appears
to be a utility machine, repairing and maintaining the
complex mechanisms found and often still functioning
within Dwemer ruins. When in large numbers, their
presence can swiftly become dangerous, as their
sharpened legs and electrical tools cna quickly
overwhelm the unprepared.

Dwarven Spider Swarm of Dwarven Spiders


Small Construct (Animunculi), Unaligned Large Swarm of Small Constructs (Animunculi), Unaligned
Armor Class 14 (natural armor) Armor Class 14 (natural armor)
Hit Points 23 (5d6 + 5) Hit Points 60 (8d10 + 16)
Speed 30 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
9 (–1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 5 (–3) 14 (+2) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 5 (–3)

Damage Immunities poison Damage Immunities poison


Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, poisoned frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 12
Languages understands the languages of its creature but Languages understands the languages of its creature but
can’t speak can’t speak
Challenge 1/2 (25 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2

Death Burst. When the animunculi dies, it explodes in a Death Burst. When the swarm is either reduced to half of
burst of electrical discharge. Each creature within 5 feet its hit points or it dies, it explodes in a burst of electrical
of the animunculi must succeed on a DC 10 Agility saving discharge. Each creature within 5 feet of the swarm must
throw or take 4 (1d8) lightning damage. succeed on a DC 10 Agility saving throw or take 12 (3d8)
lightning damage.
Immutable Form. The animunculi is immune to any spell
or effect that would alter its form. Immutable Form. The animunculi swarm is immune to
any spell or effect that would alter its form.
Repairable. As long as it has at least 1 hit point remaining,
the animunculi regains 1 hit point when a mending spell Deafening Clatter. Creatures are deafened while in the
is cast on it. swarm’s space.

Spider Climb. The animunculi can climb difficult surfaces, Swarm. The swarm can occupy another creature’s space
including upside down on ceilings, without needing to and vice versa, and the swarm can move through any
make an ability check. opening large enough for a Small humanoid. The swarm
can’t regain hit point or gain temporary hit points.
Tinkerer. The animunculi has a built-in set of Tinkerer’s
Tools, and can use it to repair other animunculi. Actions
Actions Maul. Melee Weapon Attack: +4 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 11 (2d8 + 2) slashing
Foreleg. Melee Weapon Attack: +4 to hit, reach 10 ft., one
damage, or 6 (1d8 + 2) slashing damage if the swarm has
target. Hit: 4 (1d4 + 2) slashing damage.
half of its hit points or fewer.
Repair. The animunculi restores 11 (2d8 + 2) hit points to
one construct or object within 5 feet of it.

84 S H A D O W S OV E R S K Y R I M
FALMER Falmer
Medium Humanoid, Typically Neutral Evil
Hidden beneath Nirn’s surface in the caverns of
Skyrim, the remnants of a once great culture are Armor Class 12
reduced to blind and feral beasts, less than a shadow Hit Points 13 (3d8)
of their former glory. The Falmer are all that remains of Speed 30 ft.
the fabled Snow Elves, who occupied much of Skyrim
prior to the arrival of Ysgramor. STR AGI END INT WIL PER
10 (+0) 14 (+2) 10 (+0) 7 (–2) 12 (+1) 6 (–2)
After their defeat at the hands of the Nords, the
Snow Elves sought refuge with the Dwemer. The Deep
Skills Animal Handling +3, Perception +3, Stealth +4
Elves gave them the asylum they needed, but at a
Damage Resistances cold
terrible price. They enslaved the Snow Elves, and forced
Condition Immunities blinded
them to eat a fungus that blinded them. After
Senses blindsight 120 ft. (blind beyond this radius),
centuries of blindness and slavery, the Falmer turned
passive Perception 13
from a proud civilization into wretched, eyeless things,
Languages Falmeris
scuttling about underground and raiding the surface
Challenge 1/2 (100 XP) Proficiency Bonus +2
on dark, moonless nights.
The Falmer are more goblin than elf, featuring eyeless Ambusher. The Falmer has advantage on attack rolls
faces and keen senses of hearing and smell. They don against any creature it has surprised.
armor made from the chitin of giant insects, and are
Blind Senses. The Falmer can't use its blindsight while
terrifying to face for someone unprepared for the
deafened and unable to smell.
encounter
Keen Hearing and Smell. The Falmer has advantage on
Willpower (Perception) checks that rely on hearing or
FALMER CHITIN WHISPERER smell.
These Falmer are responsible for handling and training Actions
the various chaurus and other creatures a clan may
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
find useful. They often make use of venom extracted
one target. Hit: 5 (1d6 + 2) piercing damage, and the
from their pets, or will employ chaurus to perform
target must succeed on a DC 13 Endurance saving throw
complex combat maneuvers.
or take 3 (1d6) acid damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320


FALMER DUSKSLICER ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the
The duskslicers are particularly skilled at stealth in the target must succeed on a DC 13 Endurance saving throw
vast areas underneath Tamriel. Capable of climbing in or take 2 (1d4) poison damage and its speed is reduced by
and out of shadows and striking with a merciless 10 feet until the end of their next turn.
efficiency, the duskslicers often serve as scouts or
hunters for their tribe.

FALMER SHAMAN
These magically-inclined Falmer serve as witchdoctors
for their tribe, and prefer to attack using magic as
opposed to strength of arm, but aren’t afraid to get in
close for a kill. Often seen summoning powerful
weapons and tossing spells to help allies and hinder
foes, the shamans are not a foe to face lightly.

CHAPTER 4: FRIENDS & FOES 85


Falmer Chitin Whisperer
Medium Humanoid, Typically Neutral Evil
Armor Class 14 (chitin armor) Extract Poison. As a bonus action, the Falmer can target
Hit Points 39 (6d8 + 12) one friendly chaurus or spider within 5 ft. of it, the
Speed 30 ft. Falmer then extracts a small bottle of poison from the
creature and applies it to its weapons, the next weapon
STR AGI END INT WIL PER attack the Falmer makes deal an additional 2 (1d4) acid
12 (+1) 16 (+3) 14 (+2) 7 (–2) 14 (+2) 6 (–2) damage if the target was a chaurus or poison damage if
the target was a spider.
Skills Animal Handling +6, Perception +4, Stealth +5
Actions
Damage Resistances cold
Condition Immunities blinded Multiattack. The Falmer makes two attacks.
Senses blindsight 120 ft. (blind beyond this radius),
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
passive Perception 14
one target. Hit: 6 (1d6 + 3) piercing damage, and the
Languages Falmeris
target must succeed on a DC 13 Endurance saving throw
Challenge 2 (450 XP) Proficiency Bonus +2
or take 3 (1d6) acid damage.

Ambusher. The Falmer has advantage on attack rolls Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320
against any creature it has surprised. ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the
target must succeed on a DC 13 Endurance saving throw
Blind Senses. The Falmer can't use its blindsight while
or take 2 (1d4) poison damage and its speed is reduced by
deafened and unable to smell.
10 feet until the end of their next turn.
Sicc 'Em!. As a bonus action, the Falmer targets one
Reactions
friendly beast it can see within 30 feet of it. If the target
can see or hear the Falmer, the target can use its reaction Mer's Best Friend. When being targeted by an attack, the
to make one attack or to take the Dodge or Hide action. Falmer can choose a friendly beast within 5 ft. of it, the
chosen creature takes the attack instead of the Falmer.
Keen Hearing and Smell. The Falmer has advantage on
Willpower (Perception) checks that rely on hearing or
smell.

Falmer Shaman
Medium Humanoid, Typically Neutral Evil
Armor Class 12 (15 with mage armor) Spellcasting. The Falmer is a 9th-level spellcaster. Its
Hit Points 45 (7d8 + 14) spellcasting ability is Willpower (spell save DC 14, +6 to
Speed 30 ft. hit with spell attacks). The Falmer has the following
mage spells prepared and has 57 magicka points:
STR AGI END INT WIL PER
Cantrips (at will): mage hand, poison spray, prestidigitation,
8 (–1) 15 (+2) 15 (+2) 9 (–1) 16 (+3) 8 (–1)
ray of frost
1st level (2 magicka): healing word, mage armor, magic
Skills Animal Handling +6, Arcana +2, Nature +2, Stealth +5
missile, shield
Damage Resistances cold
2nd level (3 magicka): darkness, misty step
Condition Immunities blinded
3rd level (5 magicka): counterspell, haste, sleet storm
Senses blindsight 120 ft. (blind beyond this radius),
4th level (6 magicka): greater invisibility, ice storm
passive Perception 13
5th level (7 magicka): cone of cold
Languages Falmeris
Challenge 6 (2,300 XP) Proficiency Bonus +3 Bound Weapons. The Falmer summons a daedric weapon
as a bonus action that uses its spellcasting modifier for
Ambusher. The Falmer has advantage on attack rolls attacks and damage rolls.
against any creature it has surprised.
Actions
Blind Senses. The Falmer can't use its blindsight while
Bound Shortsword. Melee Weapon Attack: +6 to hit, reach 5
deafened and unable to smell.
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Keen Hearing and Smell. The Falmer has advantage on
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Willpower (Perception) checks that rely on hearing or
one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 -
smell.
1) bludgeoning damage if used with two hands.

86 S H A D O W S OV E R S K Y R I M
Falmer Duskslicer
Medium Humanoid, Typically Neutral Evil
Armor Class 16 (chitin armor) by another creature within range when it is not in dim
Hit Points 39 (6d8 + 12) light or darkness. It then has advantage on the first melee
Speed 30 ft. attack it makes before the end of its turn.

Dark Ambush. The Falmer has advantage on attack rolls


STR AGI END INT WIL PER
against any creature it has surprised and if the Falmer is
12 (+1) 18 (+4) 15 (+2) 8 (–1) 16 (+3) 6 (–2)
hidden from a creature when it cast a spell on it, the
creature has disadvantage on any saving throw it makes
Skills Animal Handling +5, Perception +5, Stealth +8
against the spell this turn.
Damage Resistances cold
Condition Immunities blinded Innate Spellcasting. The Falmer's innate spellcasting
Senses blindsight 120 ft. (blind beyond this radius), ability is Willpower (spell save DC 13, +5 to hit with spell
passive Perception 15 attacks). It can innately cast the following spells,
Languages Falmeris requiring no material components:
Challenge 2 (450 XP) Proficiency Bonus +2
Falmer: message, minor illusion, poison spray, ray of cold
3/day each: darkness, invisibility, spider climb
Blind Senses. The Falmer can't use its blindsight while
1/day each: fear, hold person, nondetection
deafened and unable to smell.
Actions
Keen Hearing and Smell. The Falmer has advantage on
Willpower (Perception) checks that rely on hearing or Multiattack. The Falmer makes two attacks.
smell.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Freezing Strike (1/Turn). The Falmer deals an extra 10 (3d6) one target. Hit: 7 (1d6 + 4) piercing damage, and the
cold damage when it hits a target with a weapon attack target must succeed on a DC 14 Endurance saving throw
and has advantage on the attack roll, or when the target or take 3 (1d6) acid damage.
is within 5 ft. of an ally of the Falmer that isn't
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320
incapacitated and the Falmer doesn't have disadvantage
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the
on the attack roll.
target must succeed on a DC 14 Endurance saving throw
Shadow Step. When the Falmer is in dim light or darkness, or take 2 (1d4) poison damage and its speed is reduced by
as a bonus action it can teleport up to 60 feet to an 10 feet until the end of their next turn.
unoccupied space it can see that is also in dim light or
darkness. Additionally, it can teleport into a shadow cast

CHAPTER 4: FRIENDS & FOES 87


FALMER WARMONGER
Proficient with bow or with sword, the Falmer
warmongers are hardy tribal warriors with a penchant
for weaponizing the poisons and acids extracted from
their domesticated chaurus. Their ability to work
themselves into a frenzy makes them particularly
dangerous in the narrow caves and corridors in which
they lurk.

Falmer Warmonger
Medium Humanoid, Typically Neutral Evil
Armor Class 18 (hardened chitin armor, shield) Battle Command. As a bonus action, the Falmer targets
Hit Points 97 (13d8 + 39) one ally it can see within 30 feet of it. If the target can
Speed 30 ft. see or hear the Falmer, the target can use its reaction to
make one melee attack or to take the Dodge or Hide action.
STR AGI END INT WIL PER
18 (+4) 15 (+2) 17 (+3) 9 (–1) 15 (+2) 14 (+2)
Actions
Multiattack. The Falmer makes three attacks.
Skills Athletics +7, Intimidation +5, Perception +5, Stealth +5
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Resistances cold
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
Condition Immunities blinded
slashing damage if used with two hands, plus 4 (1d8) acid
Senses blindsight 120 ft. (blind beyond this radius),
damage.
passive Perception 15
Languages Falmeris Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
Challenge 8 (3,900 XP) Proficiency Bonus +3 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3
(1d6) poison damage and the target's speed is reduced by
Ambusher. The Falmer has advantage on attack rolls 10 feet until the end of their next turn.
against any creature it has surprised.
Acidic Whirlwind (Recharge 5–6). Each creature within 10
Blind Senses. The Falmer can't use its blindsight while feet of the Falmer must make a DC 16 Agility saving
deafened and unable to smell. throw, taking 18 (4d8) slashing damage plus 14 (4d6) acid
damage on a failed save, or half as much damage on a
Keen Hearing and Smell. The Falmer has advantage on
successful one.
Willpower (Perception) checks that rely on hearing or
smell. Fury of the Betrayed (1/Day). The Falmer hones its senses
and concentrates in its fury. For a minute, its blindsight
Cold Cloak. At the start of each of the Falmer's turns, each
range is doubled, it gains immunity against the deafened
creature of the Falmer's choice within 5 feet of it takes 10
condition and every weapon attack against a humanoid
(3d6) cold damage.
or animunculi deals an additional 3 (1d6) damage.
Venomous Wound. When the Falmer rolls a 20 in an attack
roll, the target becomes vulnerable to poison and acid
damage until the end of their next turn.

88 S H A D O W S OV E R S K Y R I M
FERAL FALMER GARGOYLE
These rare Falmer are even more monstrous than a These magical constructs are statues given life by
normal Falmer. Driven completely mad by disease and skilled mages and are typically used as the defenders of
isolation, they attack other Falmer and form packs. treasures or special locations. They seem to like to wait
They get rid of what little clothing they have, until the right moment to burst from their frozen
sharpening their fingernails into claws. They attack stations to attack unwary interlopers. Their use is
anyone outside of their pack, even other Falmer. relatively common, dating all the way back to the
Curiously, they still ally with Chaurus creatures, and Ayleids.
will not attack them.
The inanimate gargoyles that perch atop great
buildings are inspired by these malevolent creatures of
elemental earth that resemble grotesque, fiendish
Feral Falmer statues. A gargoyle lurks among masonry and ruins, as
Medium Humanoid, Typically Chaotic Evil
still as any stone sculpture, and delights in the terror it
Armor Class 13 creates when it breaks from its suspended pose, as
Hit Points 22 (5d8) well as the pain it inflicts on its victims.
Speed 35 ft., climb 35 ft.
Animate Stone. Gargoyles cling to rocky cliffs and
mountains, or roost on ledges in underground caves.
STR AGI END INT WIL PER
They haunt city rooftops, perching vulture – like
17 (+3) 16 (+3) 11 (+0) 4 (–3) 13 (+1) 2 (–4)
among the high stone arches and buttresses of castles
and cathedrals, and they can hold themselves so still
Skills Perception +3, Stealth +5, Survival +3
that they appear inanimate. Able to maintain this state
Damage Resistances cold
for years, a gargoyle makes an ideal sentry.
Condition Immunities blinded
Senses blindsight 120 ft. (blind beyond this radius), Deadly Reputation. Gargoyles have a reputation for
passive Perception 13 cruelty. Statues carved into the likenesses of gargoyles
Languages — appear in the architecture of countless cultures to
Challenge 1 (200 XP) Proficiency Bonus +2 frighten away trespassers. Although such sculptures
are only decorative, real gargoyles can hide among
Ambusher. The Falmer has advantage on attack rolls them to ambush unsuspecting victims. A gargoyle
against any creature it has surprised. might alleviate the tedium of its watch by catching and
tormenting birds or rodents, but its long wait only
Blind Senses. The Falmer can't use its blindsight while
increases its craving for harming sentient creatures.
deafened and unable to smell.
Cruel Servants. Gargoyles are easily inspired by the
Keen Hearing and Smell. The Falmer has advantage on
cunning of an intelligent master. They enjoy simple
Willpower (Perception) checks that rely on hearing or
tasks such as guarding a master's home, torturing and
smell.
killing interlopers, and anything else that involves
Actions minimum effort and maximum pain and carnage.
Gargoyles sometimes serve daedra or vampires for
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
their propensity for wanton chaos and destruction.
target. Hit: 8 (2d4 + 3) piercing damage. If the target is a
Powerful spellcasters can also easily enlist gargoyle
creature, it must succeed on a DC 11 Endurance saving
guardians to keep watch over their gates and walls.
throw or contract helljoint disease. Until the disease is
Gargoyles have the patience and fortitude of stone, and
cured, the target has disadvantage on Agility saving
will serve even the cruelest master for years without
throws and their speed is reduced by half.
complaint.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Elemental Nature. A gargoyle doesn't require air, food,
target. Hit: 10 (2d6 + 3) slashing damage.
drink, or sleep.

CHAPTER 4: FRIENDS & FOES 89


Gargoyle
Medium Construct, Chaotic Evil
GIANTS
The giants of Tamriel are huge humanoid figures found
Armor Class 15 (natural armor) often in Skyrim and nearby areas. They are shrewd and
Hit Points 52 (7d8 + 21) suspicious, often brandishing their weighty weapons in
Speed 30 ft. an attempt to ward off pesky unwanted guests. Most
giants are relatively isolationist, preferring to live by
STR AGI END INT WIL PER themselves or with immediate family rather than
15 (+2) 11 (+0) 16 (+3) 6 (–2) 11 (+0) 7 (–2) organize into tribes or societies. Giants are commonly
seen with herds of woolly mammoths, which they use
Skills Perception +2 as a primary resource for food, clothing, and shelter.
Damage Resistances bludgeoning, piercing, and slashing Often a giant will mark their territory by painting rocks
from nonmagical attacks or other nearby landmarks with symbols or sigils,
Damage Immunities poison warning outsiders to turn back or face the giant’s
Condition Immunities exhaustion, petrified, poisoned wrath.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creator but
can't speak FROST GIANT
Challenge 2 (450 XP) Proficiency Bonus +2
The frost giants, though similar in size and demeanor
to other giants, seem to more closely resemble trolls
False Appearance. While the gargoyle remains motionless,
than anything else. Covered in thick fur and their
it is indistinguishable from an inanimate statue.
heads crowned with stout horns, the frost giants are
Charge. If the gargoyle moves at least 20 ft. straight capable of quickly healing from their wounds. Though
toward a target and then hits it with a claw attack on the rarely seen in Tamriel, they are sometimes found on
same turn, the target takes an extra 3 (1d6) slashing Solstheim or in the hidden places among the
damage. If the target is a creature, it must succeed on a mountains of Skyrim.
DC 12 Strength saving throw or be knocked prone.

Actions GIANT
Multiattack. The gargoyle makes two attacks: one with its Giants by and large are incredibly strong, able to tear
bite and one with its claws. trees out of the ground, smashing armored
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one combatants to a pulp, and swinging their makeshift
target. Hit: 5 (1d6 + 2) piercing damage. cudgels with enough force to topple entire buildings.
When made to be hostile, the thundering steps of an
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one approaching giant herald death and dismemberment
target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) for any unfortunate soul caught in their warpath.
necrotic damage, the gargoyle regains hit points equal to
the necrotic damage dealt.

90 S H A D O W S OV E R S K Y R I M
Frost Giant Giant
Huge Giant, Neutral Huge Giant, Neutral
Armor Class 15 (natural armor) Armor Class 12 (natural armor)
Hit Points 195 (17d12 + 85) Hit Points 147 (14d12 + 56)
Speed 40 ft., climb 40 ft. Speed 40 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
24 (+7) 12 (+1) 20 (+5) 7 (-2) 14 (+2) 7 (-2) 22 (+6) 10 (+0) 18 (+4) 9 (-1) 14 (+2) 7 (-2)

Skills Athletics +11, Perception +6, Survival +6 Skills Animal Handling +5, Athletics +9, Perception +5
Damage Immunities cold Damage Resistances cold
Senses passive Perception 16 Senses passive Perception 15
Languages Giantish Languages Giantish
Challenge 10 (5,900 XP) Proficiency Bonus +4 Challenge 7 (2,900 XP) Proficiency Bonus +3

Ice Walk. The Frost Giant can move across and climb icy Mammoth Friend. The Giant is allies with any mammoth
surfaces without needing to make an ability check. it meets. In addition, when it performs a Willpower
Additionally, difficult terrain composed of ice or snow (Animal Handling) check on a mammoth, its proficiency
doesn't cost it extra movement. bonus is doubled.

Snow Camouflage. The Frost Giant has advantage on Actions


Agility (Stealth) checks made to hide in snowy terrain.
Multiattack. The Giant makes two melee attacks, or uses
Regeneration. The Frost Giant regains 5 hit points at the skyward launch and makes one melee attack.
start of its turn. If the Frost Giant takes fire damage, this
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one
trait doesn't function at the start of the Frost Giant's next
target. Hit: 19 (3d8 + 6) bludgeoning damage.
turn. The Frost Giant dies only if it starts its turn with 0
hit points and doesn't regenerate. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target
Actions of this attack is prone, it must use all of its movement to
Multiattack. The Frost Giant makes two melee attacks, or get up rather than half of its movement.
uses skyward launch and makes one melee attack.
Skyward Launch (Recharge 5–6). The Giant makes a
Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., greatclub attack. If the attack hits and the target is large
one target. Hit: 20 (3d8 + 7) bludgeoning damage. or smaller, it must make a DC 15 Strength saving throw.
On a failed save, the Giant launches the target 30 ft. into
Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one
the air. When the target lands, it takes 10 (3d6)
target. Hit: 17 (3d6 + 7) bludgeoning damage, and 3 (1d6)
bludgeoning damage from falling and is knocked prone.
cold damage. If the target of this attack is prone, it must
use all of its movement to get up rather than half of its
movement.
Skyward Launch (Recharge 5–6). The Frost Giant makes a
greatclub attack. If the attack hits and the target is large
or smaller, it must make a DC 16 Strength saving throw.
On a failed save, the Frost Giant launches the target 30 ft.
into the air. When the target lands, it takes 10 (3d6)
bludgeoning damage from falling and is knocked prone.

CHAPTER 4: FRIENDS & FOES 91


GIANT MATRIARCH
While most giants in Tamriel are solitary creatures, on
occasion they can form social groups with their own
hierarchies. A common feature is the matriarch, a
leading female giant who commands the utmost
respect from her kin, and even more so from regular-
sized folk who wander into her territory, should they
be allowed to live. Capable of launching creatures into
the air and rallying other giants to their cause, the
matriarchs are towering, deadly, and temperamental.

Giant Matriarch
Huge Giant, Neutral
Armor Class 15 (natural armor) Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Hit Points 178 (17d12 + 68) target. Hit: 20 (3d8 + 7) bludgeoning damage.
Speed 40 ft.
Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target
STR AGI END INT WIL PER
of this attack is prone, it must use all of its movement to
24 (+7) 10 (+0) 18 (+4) 9 (–1) 14 (+2) 12 (+1)
get up rather than half of its movement.

Skills Animal Handling +6, Athletics +11, Insight +6, Skyward Launch (Recharge 5–6). The giant makes a
Perception +6 greatclub attack. If the attack hits and the target is large
Damage Resistances cold or smaller, it must make a DC 15 Strength saving throw.
Senses passive Perception 16 On a failed save, the giant launches the target 30 ft. into
Languages Giantish the air. When the target lands, it takes 10 (3d6)
Challenge 9 (5,000 XP) Proficiency Bonus +4 bludgeoning damage from falling and is knocked prone.

Battle Cry (3/Day). Each creature of the giant's choice that


Mammoth Friend. The giant is allies with any mammoth
is within 30 feet of it, can hear it, and not already
it meets. In addition, when it performs a Willpower
affected by Battle Cry gain advantage on attack rolls until
(Animal Handling) check on a mammoth, its proficiency
the start of the giant's next turn. The giant can then
bonus is doubled.
make one attack as a bonus action.
Matriarchal Presence. The giant and every friendly
Reactions
creature within 30 ft. of it has advantage on saving
throws against being charmed, frightened, paralyzed, Protect the Matriarch!. When a creature the giant can see
poisoned, stunned, or put to sleep. targets it with an attack, the giant chooses another giant
within 5 feet of it. The two giants swap places, and the
Actions chosen giant becomes the target instead.
Multiattack. The giant makes two melee attacks, or uses
skyward launch and makes one melee attack.

92 S H A D O W S OV E R S K Y R I M
SEA GIANT
While most giants reside inland, the sea giants operate
primarily out at sea, travelling in enormous longships
and raiding the shores of northern Skyrim. Sea giants
are thought to be more intelligent than their
landbound cousins with a penchant for cruelty in equal
measure. As if their stature and violent tendencies
weren’t daunting enough, many have the ability to
summon the power of sea storms, using lightning and
ice to fry and freeze their foes.

Sea Giant
Huge Giant, Neutral Evil
Armor Class 14 (hide armor) Cantrips (at will): create or destroy water, shocking grasp
Hit Points 230 (20d12 + 100) (11th level), ray of frost (11th level)
Speed 50 ft., climb 40 ft., swim 50 ft. 3/day each: call lightning, ice storm, lightning bolt
1/day each: chain lightning, control water
STR AGI END INT WIL PER
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
Actions
Multiattack. The giant makes two greataxe attacks.
Saving Throws Str +13, End +9, Wil +8, Per +8
Greataxe. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Skills Athletics +13, Intimidation +12, Perception +8,
one target. Hit: 28 (3d12 + 9) slashing damage.
Survival +8
Damage Resistances cold Spear. Melee or Ranged Weapon Attack: +13 to hit, reach 10
Senses passive Perception 18 ft. or range 60/240 ft., one target. Hit: 19 (3d6 + 9) piercing
Languages Giantish, Tamrielic damage, or 22 (3d8 + 9) piercing damage if used with two
Challenge 12 (8,400 XP) Proficiency Bonus +4 hands to make a melee attack. If the giant hits a creature
with a ranged attack using this action, one creature of
Brave. The giant has advantage on saving throws against the giant's choice within 5 feet of the target must make a
being frightened. DC 16 Endurance saving throw, or take 10 (3d6) cold
damage.
Grappler. The giant has advantage on attack rolls against
any creature grappled by it. Shocking Sweep (Recharge 5–6). The giant swings its
greataxe in a wild arc while imbuing it with shock magic.
Hold Breath. The giant can hold its breath for up to 30
Each creature of the giant's choice within 10 feet of it
minutes.
must make a DC 18 Agility saving throw, taking 19 (3d12)
Ice Walk. The giant can move across and climb icy slashing damage and 31 (7d8) lightning damage on a
surfaces without needing to make an ability check. failed save, or half as much damage on a successful one.
Additionally, difficult terrain composed of ice or snow
Reactions
doesn't cost it extra movement.
Fight or Die (3/day). Whenever a friendly creature that is
Innate Spellcasting. The giant's innate spellcasting ability
not another sea giant within 30 feet of the giant that can
is Willpower (spell save DC 16, +8 to hit with spell
hear it misses with an attack, the giant can yell horrible
attacks). It can innately cast the following spells,
threats to allow that creature to reroll the attack roll.
requiring no material components:

CHAPTER 4: FRIENDS & FOES 93


UNDEAD GIANT GLOOMSPORE
These spirits are the spectral remains of long-dead Nightmarish creatures that roam the darkness of
giants, having lost none of their strength and combat Blackreach, no one is entirely sure if the Gloomspore
prowess in death. entities found within the subterranean network of
caverns are land creatures that have been exposed to
Undead Giant the strange spores emitted from the fungal forests
Huge Undead (Giant), Typically Neutral from the caves, transfiguring them into twisted,
Armor Class 12 (natural armor) chitinous versions of their former selves, or are a
Hit Points 136 (13d12 + 52) rather mocking mimicry of life brought about by the
Speed 40 ft. several fungi that populate Blackreach.

STR AGI END INT WIL PER


22 (+6) 10 (+0) 18 (+4) 9 (–1) 14 (+2) 7 (–2) GLOOMSPORE SENCHE
This strange mobile fungus assumes the form of a large
Skills Animal Handling +5, Athletics +9, Perception +5 cat, strikingly similar in shape to the Senche-Tigers or
Damage Resistances bludgeoning, piercing, and slashing saber cats that roam other parts of Tamriel, and
from nonmagical attacks possessing similar traits. Believed to have been the
Damage Immunities cold, necrotic, poison result of wayward experiments by mages with a focus
Condition Immunities charmed, exhaustion, grappled, on fungus, the Gloomspore Senche is agile, fearsome,
paralyzed, petrified, poisoned, restrained and smelly.
Senses passive Perception 15
Languages Giantish
Challenge 7 (2,900 XP) Proficiency Bonus +3 GLOOMSPORE WOLF
Incorporeal. The giant can move through other creatures The mushrooms and lichen that form this canid
and objects as if they were difficult terrain. It takes 5 creature provide interesting abilities of which their
(1d10) force damage if it ends its turn inside an object. fleshy counterparts are ill-possessed, such as an eerie
howl and a penchant for exploding in fungal spores
Actions upon death.
Multiattack. The giant makes two melee attacks, or uses
chilling stomp and makes one melee attack.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one


target. Hit: 19 (3d8 + 6) bludgeoning damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target
of this attack is prone, it must use all of its movement to
get up rather than half of its movement.

Chilling Stomp (Recharge 5–6). The giant makes a stomp


attack against one creature within range. Regardless of
whether the attack hits or not, the target and each
creature within 5 ft. of the target other than the giant
must make a DC 15 Endurance saving throw, or take 10
(3d6) cold damage.

94 S H A D O W S OV E R S K Y R I M
Gloomspore Senche Gloomspore Wolf
Large Plant, Unaligned Large Plant, Unaligned
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 51 (6d10 + 18) Hit Points 51 (6d10 + 18)
Speed 40 ft. Speed 50 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
17 (+3) 15 (+2) 16 (+3) 3 (–4) 13 (+1) 8 (–1) 17 (+3) 15 (+2) 16 (+3) 3 (–4) 13 (+1) 7 (–2)

Skills Perception +3, Stealth +6 Skills Perception +3, Stealth +4


Senses darkvision 60 ft., passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2

Keen Smell. The senche has advantage on Willpower Keen Hearing and Smell. The wolf has advantage on
(Perception) checks that rely on smell. Willpower (Perception) checks that rely on hearing or
smell.
Pounce. If the senche moves at least 20 ft. straight toward
a creature and then hits it with a claw attack on the Pack Tactics. The wolf has advantage on an attack roll
same turn, that target must succeed on a DC 13 Strength against a creature if at least one of the wolf's allies is
saving throw or be knocked prone. If the target is prone, within 5 ft. of the creature and the ally isn't incapacitated.
the senche can make one bite attack against it as a bonus
Plant Camouflage. The wolf has advantage on Agility
action.
(Stealth) checks made to hide in any terrain with ample
Plant Camouflage. The senche has advantage on Agility obscuring plant life.
(Stealth) checks made to hide in any terrain with ample
Death Burst. When the wolf dies, it explodes in a burst of
obscuring plant life.
spores. Each creature within 5 ft. of it must make a DC 13
Death Burst. When the senche dies, it erupts into spores Endurance saving throw, taking 10 (3d6) poison damage
with a deafening boom. Each creature within 5 ft. of it and becoming frightened of the closest creature until the
must make a DC 13 Endurance saving throw, taking 10 end of their next turn on a failed save.
(3d6) thunder damage and is deafened on a failed save.
Actions
On a successful save, the creature takes half as much
damage and isn't deafened. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the target is a
Actions creature, it must succeed on a DC 13 Strength saving
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one throw or be knocked prone.
target. Hit: 8 (1d10 + 3) piercing damage.
Frightful Howl. Each creature of the wolf's choice that is
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one within 30 feet of the wolf and can hear it must succeed
target. Hit: 7 (1d8 + 3) slashing damage. on a DC 13 Willpower saving throw or become frightened
for 1 minute. A creature can repeat the saving throw at
Thunderous Roar (Recharge 5–6). The senche emits a
the end of each of its turns, ending the effect on itself on
deafening roar in a 15-foot cone. Each creature in that
a success. If a creature's saving throw is successful or the
area must make a DC 13 Endurance saving throw, taking
effect ends for it, the creature is immune to the wolf's
10 (3d6) thunder damage and being deafened on a failed
Frightful Presence for the next 24 hours.
save. On a successful save, the creature takes half as
much damage and isn't deafened.

CHAPTER 4: FRIENDS & FOES 95


Variant: Strange Boons. Often, hagravens act as
HAGRAVEN matriarchs of Reachmen clans, such hagravens will
Witches are fearsome on their own. But when a witch often receive daedric boons in the form of innate
delves deeper into old hedge magics and forgotten arts, spellcasting. To use such a hagraven, add the
following feature to their statblock:
the witch can become a Hagraven, resulting in
physiological changes like tufts of feathers, birdlike Innate Spellcasting. The hagraven's innate
digitigrade legs, and a lengthening of the nose into a spellcasting ability is Willpower (spell save DC 16, +8
beaklike protrusion. The magic that Hagravens weave to hit with spell attacks). It can innately cast the
is wild, cruel, and unpredictable. following spells, requiring no material components:

Cantrips (at will): animal friendship, animal


messenger, bane, disguise self, hellish rebuke, speak
with animals
3/day each: counterspell, dominate beast, slow
1/day each: eyebite, insect plague (takes the form of
ravens rather than insects)

Hagraven
Medium Monstrosity (Shapechanger), Typically Neutral Evil
Armor Class 17 (natural armor) Cantrips (at will): fire bolt, prestidigitation, ray of frost,
Hit Points 135 (18d8 + 54) spare the dying
Speed 30 ft. 1st level (2 magicka): burning hands, feather fall, healing
word, identify
STR AGI END INT WIL PER 2nd level (3 magicka): alter self, enlarge/reduce, misty step,
18 (+4) 14 (+2) 16 (+3) 20 (+5) 18 (+4) 14 (+2) scorching ray
3rd level (5 magicka): bestow curse, fireball, mass healing
Saving Throws Int +9, Wil +8, Per +6 word, sleet storm
Skills Arcana +9, Deception +6, Insight +8, Medicine +8, 4th level (6 magicka): ice storm, polymorph, wall of fire
Nature +9, Perception +8, Stealth +6 5th level (7 magicka): mass cure wounds, scrying
Senses darkvision 60 ft., passive Perception 18 6th level (9 magicka): freezing sphere
Languages Daedric, Dugutach, one other language,
Actions
Tamrielic
Challenge 12 (8,400 XP) Proficiency Bonus +4 Multiattack. The hagraven makes two claw attacks, or
uses one of its at-will spells and makes a claw attack.
Corvid Commander. The hagraven can verbally
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
communicate with any raven it sees, and ravens can
target. Hit: 13 (2d8 + 4) slashing damage. If the target is a
communicate back. Ravens will follow any command the
creature, it must succeed on a DC 16 Intelligence saving
hagraven gives to them to the best of their ability.
throw or be cursed with rotskull for 1 hour. While cursed
Mimicry. The hagraven can mimic animal sounds and in this way, the target's proficiency bonus is reduced to 0.
humanoid voices. A creature that hears the sounds can The target can repeat the saving throw at the end of each
tell they are imitations with a successful DC 16 Willpower of its turns, ending the effect on a success.
(Insight) check.
Reactions
Shapechanger. The hagraven can use its action to
Rise Again (2/day). When a humanoid that is within 30 ft.
polymorph into a raven, or back into its true form. Its
of the hagraven dies, the hagraven can revive it with half
statistics, other than its size, are the same in each form.
of its hit points.
Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Unkind Escape (3/day). As a reaction to taking damage,
the hagraven reduces the damage to 0, and turns into a
Spellcasting. The hagraven is an 11th-level spellcaster. Its
swarm of ravens that is immune to all damage types. It
spellcasting ability is Intelligence (spell save DC 17, +9 to
can then fly up to 40 ft. without provoking opportunity
hit with spell attacks). The hagraven has the following
attacks. After taking this reaction, it returns to its normal
mage spells prepared and has 73 magicka points:
form.

96 S H A D O W S OV E R S K Y R I M
HALF-GIANTS
Half-Giants are the result of a Giant or Sea Giant
having a child with any of the races of men. Their
Giant blood makes them taller than the races of men,
but they are still much smaller than their Giant kin.
Giant blood can last through multiple generations,
resulting in family lines of Half-Giants. Famed Half-
Giants include the mighty chief Sinmur the Terrible
and Lyris Titanborn, a member of the Five Companions.
The most common type of Half-Giant are Half-Sea
Giants, which accompany Sea Giants on raids.

HALF-SEA GIANT RAIDER


While smaller than a typical giant, the Half-Sea Giants
are the result of intermingling between Sea Giants and
the smaller races, easily towering over others at nearly
nine feet tall. With their size, tenacity, and cruel
cunning, the half-sea giant raiders use the fury of the
sea to topple and wash away their foes.

Half-Sea Giant Raider


Medium Humanoid (Half-Giant), Typically Neutral Evil
Armor Class 16 (hide armor, shield) it can push, drag, or lift and for the purpose of shoving
Hit Points 90 (12d8 + 36) and grappling.
Speed 30 ft., swim 30 ft.
Hold Breath. The half-sea giant can hold its breath for 10
minutes.
STR AGI END INT WIL PER
18 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 10 (+0) Actions
Multiattack. The half-sea giant makes two attacks.
Skills Athletics +10, Intimidation +3
Damage Resistances cold Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses passive Perception 11 target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
Languages Giantish, Tamrielic slashing damage if used with two hands.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing
Aggressive. As a bonus action, the half-sea giant can move
damage.
up to its speed toward a hostile creature that it can see.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Brave. The half-sea giant has advantage on saving throws
one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the
against being frightened.
target is a Medium or smaller creature, it must succeed
Brute. A melee weapon deals one extra die of its damage on a DC 15 Strength saving throw or be knocked prone.
when the half-sea giant hits with it (included in the attack).
Reactions
Boarder. Climbing costs no extra movement.
Half-Giant's Endurance (1/Day). When the half-sea giant
Giant Ancestry. The half-sea giant counts as one size takes damage, it can reduce the damage by 9 (1d12 + 3).
larger when determining its carrying capacity, the weight

CHAPTER 4: FRIENDS & FOES 97


HALF-SEA GIANT
STORM CALLER
These Half-Sea Giants are capable of weaving violent
magic to overpower their enemies, summoning
storms, calling lightning, and conjuring powerful
winds to aid them and their allies.

Half-Sea Giant Stormcaller


Medium Humanoid (Half-Giant), Typically Neutral Evil
Armor Class 14 (hide armor) hit with spell attacks). It can innately cast the following
Hit Points 75 (10d8 + 30) spells, requiring no material components:
Speed 30 ft., swim 30 ft.
Cantrips (at will): create or destroy water, gust of wind, ray
of frost, shocking grasp, thunderwave
STR AGI END INT WIL PER
3/day each: call lightning, fog cloud, sleet form
16 (+3) 15 (+2) 16 (+3) 14 (+2) 17 (+3) 10 (+0)
2/day each: control water, ice storm, lightning bolt
1/day each: cone of cold
Skills Arcana +5, Athletics +9, Intimidation +3
Damage Resistances cold Actions
Senses passive Perception 13
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Languages Giantish, Tamrielic
target. Hit: 14 (2d10 + 3) piercing damage.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Conjure Storm (1/Day). The half-sea giant uses its action
Brave. The half-sea giant has advantage on saving throws to start a ritual to alter the weather, as if its
against being frightened. concentrating on a spell, the ritual lasts 10 minutes, but
for each other creature that uses this action within 10
Brute. A melee weapon deals one extra die of its damage
feet of the creature that started the ritual the duration is
when the half-sea giant hits with it (included in the attack).
reduced by a minute, the half-sea giant can't move or
Boarder. Climbing costs no extra movement. take any action, bonus action on reaction for the
duration, or the ritual fails, if the ritual is not interrupted
Giant Ancestry. The half-sea giant counts as one size
for the duration, the creature that started the ritual casts
larger when determining its carrying capacity, the weight
control weather.
it can push, drag, or lift and for the purpose of shoving
and grappling. Reactions
Hold Breath. The half-sea giant can hold its breath for 10 Half-Giant's Endurance (1/Day). When the half-sea giant
minutes. takes damage, it can reduce the damage by 9 (1d12 + 3).

Innate Spellcasting. The half-sea giant's innate


spellcasting ability is Willpower (spell save DC 14, +6 to

98 S H A D O W S OV E R S K Y R I M
NEREIDS LEIMENID
In the pristine places where water flows clear, nereids These frost nature spirits are relatively uncommon, but
can sometimes be seen frolicking under waterfalls or seem to appear in the coldest areas of northern Skyrim
dancing along the water’s surface. Appearing as lithe, and sometimes inhabit forgotten ruins. They are
shrouded women, the nereids guard their homes thought to be frost-based variants of the aquatic
jealously, using the water they protect as a weapon nereids, and employ freezing magic to dissuade
against intruders. trespassers.

Leimenid
Medium Fey, Any Chaotic Alignment
Armor Class 15 (natural armor) Cantrips (At will): create or destroy water, detect magic, fog
Hit Points 117 (18d8 + 36) cloud, friends, misty step, purify food and drink, shape water
Speed 30 ft., 40 ft. fly (hover), swim 60 ft. 3/day each: charm person, freezing sphere, wall of ice
1/day each: gaseous form, ice storm
STR AGI END INT WIL PER
Magic Resistance. The leimenid has advantage on saving
12 (+1) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 19 (+4)
throws against spells and other magical effects.

Skills Deception +8, Insight +7, Persuasion +8 Misty Form. The leimenid can occupy another creature's
Damage Resistances bludgeoning, piercing, and slashing space and vice versa. In addition, if air can pass through a
from nonmagical attacks space, the leimenid can pass through it without squeezing.
Damage Immunities cold
Actions
Condition immunities charmed, grappled, restrained
Senses darkvision 120 ft., passive Perception 13 Multiattack. The leimenid makes two claw attacks.
Languages Fey, Nedic, Tamrielic, Yoku
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge 9 (5,000 XP) Proficiency Bonus +4
target. Hit: 9 (2d6 + 2) slashing damage plus 3 (1d6) cold
damage.
Amphibious. The leimenid can breathe air and water.
Frost Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
Cold Aura. Any creature that starts its turn within 5 feet
target. Hit: 17 (5d6) cold damage and the target's speed is
of the leimenid takes 3 (1d6) cold damage.
havled until the start of the leimenid's next turn.
Death Burst. When the leimenid dies, it explodes in a
Freezing Breath (Recharge 6). The leimenid exhales chill
burst of jagged ice. Each creature within 5 feet of it must
wind in a 60-foot cone. Each creature in that area must
make a DC 15 Agility saving throw, taking 22 (5d8)
make a DC 17 Endurance saving throw, taking 44 (8d10)
slashing damage on a failed save, or half as much damage
cold damage on a failed save, or half as much damage on
on a successful one.
a successful one
Innate Spellcasting. The leimenid's innate spellcasting
ability is Personality (spell save DC 16, +8 to hit with spell
attacks). She can innately cast the following spells,
requiring no material components:

CHAPTER 4: FRIENDS & FOES 99


Nereid
Medium Fey, Any Chaotic Alignment
Armor Class 15 (natural armor) Magic Resistance. The nereid has advantage on saving
Hit Points 117 (18d8 + 36) throws against spells and other magical effects.
Speed 30 ft., 40 ft. fly (hover), swim 60 ft.
Watery Demise. If the nereid dies, her body disintegrates
into a burst of water and foam, leaving behind only
STR AGI END INT WIL PER
equipment the nereid was wearing or carrying.
12 (+1) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 19 (+4)
Actions
Skills Deception +8, Insight +7, Persuasion +8
Multiattack. The nereid makes two claw attacks.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities cold target. Hit: 9 (2d6 + 2) slashing damage plus 3 (1d6) cold
Condition immunities charmed, grappled, restrained damage.
Senses darkvision 120 ft., passive Perception 13
Water Jet. The nereid magically shoots water in a 60-foot
Languages Fey, Nedic, Tamerielic, Yoku
long, 5 feet wide line. Each creature in that line must
Challenge 9 (5,000 XP) Proficiency Bonus +4
make a DC 15 Agility saving throw. On a failure, a target
takes 21 (6d6) bludgeoning damage and, if it is large or
Amphibious. The nereid can breathe air and water.
smaller, is pushed up to 20 feet away from the nereid and
Emissary of the Sea. The nereid can communicate simple knocked prone. On a success, a target takes half the
ideas with amphibious and water-breathing beasts. They damage, but is neither pushed nor knocked prone.
understand the meaning of her words, and she can
Water Geyser (Recharge 6). Scalding water erupts from a
understand them in return.
point on the ground the nereid can see within 100 feet of
Innate Spellcasting. The nereid’s innate spellcasting ability it, creating a 20-foot-high, 5-foot-radius geyser. Each
is Personality (spell save DC 16, +8 to hit with spell creature in the geyser’s area must make a DC 14 Agility
attacks). She can innately cast the following spells, saving throw, taking 21 (6d6) fire damage on a failed save,
requiring no material components: or half as much damage on a successful one.

Cantrips (at will): create or destroy water, detect magic, fog


cloud, friends, misty step, purify food and drink, shape water
3/day each: charm person, control water, cone of cold, water
breathing, water walk
1/day each: gaseous form, maelstrom

100 S H A D O W S OV E R S K Y R I M
REACHFOLK Reachfolk
Medium Humanoid (Reachfolk), Any Non-Lawful Alignment
The people of the Reach in the west of Skyrim and the
eastern portion of High Rock are a cultural outlier, Armor Class 14 (hide armor)
neither Breton or Nord. They prefer to live in nomadic
tribal societies, opting to live with and rely upon nature Hit Points 22 (4d8 + 4)
for their subsistence. Wary of outsiders, Reachfolk are Speed 30 ft.
sometimes seen as uncivilized, violent barbarians, living
in the mud and eating bark rather than adopting a more STR AGI END INT WIL PER
“advanced” social structure. 13 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
The Reachfolk revere a variety of spirits, many of
whom are considered evil by other Tamrielic cultures. Skills Nature +2, Perception +6, Stealth +4, Survival +6
They appear to use every part of every animal they Senses passive Perception 16
hunt, often wearing nothing more than simple hide or Languages Dugutach and Tamrielic
pelt clothing in a way other groups might consider Challenge 1 (200 XP) Proficiency Bonus +2
“immodest.” Some of the members of a higher social
group will wear ornate headdresses crowned with the Wild Tactics. The reachfolk has advantage on an attack
antlers of an elk or the fangs of a predator. roll against a creature if at least one of the reachfolk's
allies is within 5 ft. of the creature and the ally isn't
Reachfolk, when in groups, are extremely dangerous incapacitated. In addition, if the reachfolk starts its turn
to intruders, tending to converge upon interlopers within 5 ft. of an ally that isn't incapacitated, its
with the utmost prejudice. movement speed increases by 5 ft. until the start of its
next turn.

BRIARHEART ELK-EYE Actions


The Briarhearts who utilize strategy atop their furious Multiattack. The reachfolk makes two ranged attacks, or
combat skills are referred to as “elk-eyes,” opting to it makes one attack with its handaxe and one with its
use ranged weapons to harry enemies while their allies shortsword.
engage in melee. The term “elk-eye” is thought to refer
Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach
to Hircine, creating a spiritual connotation to these
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing
combatants’ abilities. Tough to fight and tougher to
damage.
kill, Briarheart elk-eyes have mastered archery and
using their environment, capable of disappearing into Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
the underbrush without a trace. ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 5 (1d6 + 2) piercing damage.

BRIARHEART WILDLING
Some Reachmen, when they have proven themselves
worthy, undergo a complex ritual under the oversight
of a Hagraven, replacing their beating, fleshy hearts
with a Briarheart, the fruit of a rare and mysterious
tree native to the Reach. This transformation, if done
correctly, produces fighters of unparalleled frenzy and
skill. Their new heart grants them uncanny survival
skills and a natural resilience that makes them difficult
to kill. Rarely are these fighters seen alone, as they are
often accompanied by a variety of allies, making them
all the more dangerous.

CHAPTER 4: FRIENDS & FOES 101


Briarheart Elk-Eye
Medium Undead (Reachfolk), Any Non-Lawful Alignment
Armor Class 17 (hide armor) Innate Spellcasting. The briarheart's innate spellcasting
Hit Points 120 (16d8 + 48) ability is Willpower (spell save DC 15, +7 to hit with spell
Speed 40 ft.. attacks). It can innately cast the following spells,
requiring no material components:
STR AGI END INT WIL PER
Cantrips (at will): cure wounds, guidance, hunter's mark
15 (+2) 20 (+5) 17 (+3) 10 (+0) 17 (+3) 15 (+2)
1/day each: dispel magic, locate creature, pass without trace

Saving Throws Str +6, Agi +9, End +7 Unnatural Vitality. The briarheart's AC includes its
Skills Acrobatics +9, Athletics +6, Perception +11, Stealth Endurance modifier.
+13, Survival +11
Wild Tactics. The briarheart has advantage on an attack
Damage Immunities poison
roll against a creature if at least one of the briarheart's
Condition Immunities charmed, exhaustion, frightened,
allies is within 5 ft. of the creature and the ally isn't
poisoned
incapacitated. In addition, if the briarheart starts its turn
Senses passive Perception 21
within 5 ft. of an ally that isn't incapacitated, its
Languages Dugutach, Tamrielic
movement speed increases by 5 ft. until the start of its
Challenge 9 (5,000 XP) Proficiency Bonus +4
next turn.

Briar Heart. The briarheart's heart has been replaced with Actions
a magical briar heart, which now functions as its normal
Multiattack. The briarheart makes three attacks with its
heart. If the heart is removed, the briarheart dies
longbow or two attacks with its shortsword. If all of the
instantly. The heart can be removed if a creature makes a
briarheart's attacks with its longbow hit, it can make one
DC 23 Agility (sleight of hand) check while it is within 5
additional weapon attack.
ft. of the briarheart. If the briarheart can see or hear the
creature making the check, it is made at disadvantage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600
ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Heartless Accuracy. As a bonus action, the briarheart can
add 1d10 to its next attack or damage roll with a ranged Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
weapon. one target. Hit: 8 (1d6 + 5) piercing damage.

102 S H A D O W S OV E R S K Y R I M
Briarheart Wildling
Medium Undead (Reachfolk), Any Non-Lawful Alignment
Armor Class 17 (hide armor) Wild Tactics. The briarheart has advantage on an attack
Hit Points 127 (17d8 + 51) roll against a creature if at least one of the briarheart's
Speed 40 ft. allies is within 5 ft. of the creature and the ally isn't
incapacitated. In addition, if the briarheart starts its turn
STR AGI END INT WIL PER within 5 ft. of an ally that isn't incapacitated, its
20 (+5) 15 (+2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) movement speed increases by 5 ft. until the start of its
next turn.
Saving Throws Str +8, Agi +5, End +6
Actions
Skills Acrobatics +5, Athletics +11, Perception +9, Stealth
+5, Survival +9 Multiattack. The briarheart makes one attack with its
Damage Immunities poison serrated longsword and 2 with its battleaxe, or it makes
Condition Immunities charmed, exhaustion, frightened, two ranged attacks.
poisoned
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses passive Perception 19
target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5)
Languages Dugutach, Tamrielic
slashing damage if used with two hands.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Serrated Longsword. Melee Weapon Attack: +8 to hit, reach
Briar Heart. The briarheart's heart has been replaced with 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16
a magical briar heart, which now functions as its normal (2d10 + 5) slashing damage if used with two hands. If the
heart. If the heart is removed, the briarheart dies target is a creature other than an undead or a construct,
instantly. The heart can be removed if a creature makes a it must succeed on a DC 15 Endurance saving throw or
DC 23 Agility (sleight of hand) check while it is within 5 start bleeding.
ft. of the briarheart. If the briarheart can see or hear the
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5
creature making the check, it is made at disadvantage.
ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing
Heartless Strength. A weapon deals one extra die of its damage.
damage when the briarheart hits with it (included in the
attack).
Reactions
Parry. The briarheart adds +3 to its AC against one melee
Unnatural Vitality. The briarheart's AC includes its
attack that would hit it. To do so, the briarheart must see
Endurance modifier.
the attacker and be wielding a melee weapon.

CHAPTER 4: FRIENDS & FOES 103


FORSWORN a complex understanding of spellcraft, making them
excellent support for their tribalistic allies. Weaving
Commonly known as the Madmen of the Reach, the spells to create icy storms, lightning strikes, and other
Forsworn are a sect of Reachfolk who believe daunting effects, they are a disquieting enemy even on
themselves to be the natural inheritors of the Reach their own.
and frequently employ insurgent and guerrilla tactics
alongside infiltration to further their agenda. In
combat, they demonstrate more fervor than their less
radical brethren, displaying an unparalleled ferocity
and frenzy in the face of their enemies. Reach Witch
Medium Humanoid (Reachfolk), Any Non-Lawful Alignment
Armor Class 14 (hide armor)
REACH WITCH Hit Points 55 (10d8 + 10)
Speed 30 ft.
The witches of the Reach seek the arcane powers
granted by a strong connection with nature. They gain
STR AGI END INT WIL PER
9 (–1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Forsworn
Medium Humanoid (Reachfolk), Any Non-Lawful Alignment Saving Throws Int +6, Wil +4
Armor Class 13 (hide armor) Skills Arcana +6, History +6, Nature +6
Hit Points 32 (5d8 + 10) Senses passive Perception 11
Speed 30 ft. Languages Dugutach, Tamrielic
Challenge 5 (1,800 XP) Proficiency Bonus +3
STR AGI END INT WIL PER
16 (+3) 12 (+1) 14 (+2) 8 (–1) 12 (+1) 10 (+0) Spellcasting. The witch is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to
Skills Nature +1, Religion +1, Stealth +3, Survival +3 hit with spell attacks). The witch has the following mage
Senses passive Perception 11 spells prepared and has 57 magicka points:
Languages Dugutach, Tamrielic
Cantrips (at will): mage hand, poison spray, prestidigitation,
Challenge 2 (450 XP) Proficiency Bonus +2
ray of frost
1st level (2 magicka): burning hands, cure wounds, identify,
Rampage. When the forsworn reduces a creature to 0 hit
shield
points with a melee attack on its turn, the forsworn can
2nd level (3 magicka): acid arrow, flaming sphere
take a bonus action to move up to half its speed and
3rd level (5 magicka): counterspell, fireball, slow
make a shortsword attack.
4th level (6 magicka): death ward, ice storm
Wild Tactics. The forsworn has advantage on an attack 5th level (7 magicka): cone of cold
roll against a creature if at least one of the forsworn's
Wild Tactics. The witch has advantage on an attack roll
allies is within 5 ft. of the creature and the ally isn't
against a creature if at least one of the witch's allies is
incapacitated. In addition, if the forsworn starts its turn
within 5 ft. of the creature and the ally isn't
within 5 ft. of an ally that isn't incapacitated, its
incapacitated. In addition, if the witch starts its turn
movement speed increases by 5 ft. until the start of its
within 5 ft. of an ally that isn't incapacitated, its
next turn.
movement speed increases by 5 ft. until the start of its
Actions next turn.

Multiattack. The forsworn makes three ranged attacks, or Actions


it makes one attack with its battleaxe and two with its
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
shortsword.
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one damage.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Ray of Frost (Cantrip). Ranged Spell Attack: +6 to hit, range
slashing damage if used with two hands.
60 ft., one target. Hit: 9 (2d8) cold damage, and the
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 target's speed is reduced by 10 ft. until the start of the
ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing witch's next turn.
damage.
Conjure Daedra (1/day). The witch conjures a Daedra of
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., CR 5 or lower that obeys its commands. The daedra
one target. Hit: 6 (1d6 + 3) piercing damage. disappears after 1 hour, when it drops to 0 hit points, or if
the witch is incapacitated.

104 S H A D O W S OV E R S K Y R I M
VATESHRAN WITCHBLADE
Among the most important figures in Reachmen Witchblades are the shamanic warriors of the
culture is the Vateshran, the storykeepers and Reachmen, pairing strength of arm with spiritual
taletellers of the Reach. Most Reachfolk are illiterate, power - a potent mix when travelling the steppes of
and so much of their histories are oral, passed from the Reach. Capable of casting a variety of nature-based
Vateshran to Vateshran for generations. In combat, the spells, the Witchblade is a worthy opponent by
Vateshran has an uncanny ability to tell stories of valor themselves, making them all the more fearsome when
to their allies, seeming to induce a terrible battle fervor joined with their allies.
that gives many would-be enemies reason to flee.

Vateshran Witchblade
Medium Humanoid (Reachfolk), Any Non-Lawful Alignment Medium Humanoid (Reachfolk), Any Non-Lawful Alignment
Armor Class 17 (hide armor) Armor Class 16 (hide armor, shield)
Hit Points 18 (4d8) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
14 (+2) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 15 (+2) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 17 (+1) 11 (+0)

Skills History +7, Performance +6, Religion +5 Saving Throws Str +4, End +4, Wil +5
Senses passive Perception 12 Skills Medicine +7, Nature +5, Perception +5, Religion +3,
Languages Dugutach and Tamrielic Survival +5
Challenge 1/2 (100 XP) Proficiency Bonus +2 Senses passive Perception 15
Languages Dugutach and Tamrielic
Spirit Queen's Lore. The vateshran's AC includes its Challenge 3 (700 XP) Proficiency Bonus +2
Intelligence modifier.
Battle Shaman. Whenever the witchblade casts a spell
Wild Tactics. The vateshran has advantage on an attack
that does not deal damage, it can make a weapon attack
roll against a creature if at least one of the vateshran's
as a bonus action.
allies is within 5 ft. of the creature and the ally isn't
incapacitated. In addition, if the vateshran starts its turn Spellcasting. The witchblade is an 8th-level spellcaster. Its
within 5 ft. of an ally that isn't incapacitated, its spellcasting ability is Willpower (spell save DC 13, +5 to
movement speed increases by 5 ft. until the start of its hit with spell attacks). It has the following warden spells
next turn. prepared and has 44 magicka points:

Actions Cantrips (at will): druidcraft, guidance, produce flame


1st level (2 magicka): cure wounds, entangle, healing word
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
2nd level (3 magicka): hold person, flame blade, spike growth
one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8
3rd level (5 magicka): dispel magic, protection from energy,
+ 2) bludgeoning damage if used with two hands.
sleet storm
Rhyme of Old Elk-Eye (Recharge 5–6). The vateshran recites 4th level (6 magicka): blight, dominate beast
a rhyme related to Hircine. Each creature of the
Wild Tactics. The witchblade has advantage on an attack
vateshran's choice that is within 30 feet of it, can hear it,
roll against a creature if at least one of the witchblade's
and not already affected by the Rhyme of Old Elk-Eye
allies is within 5 ft. of the creature and the ally isn't
gains advantage on attack rolls until the start of the
incapacitated. In addition, if the witchblade starts its turn
vateshran's next turn. The vateshran can then take the
within 5 ft. of an ally that isn't incapacitated, its
Dodge or Disengage action as a bonus action.
movement speed increases by 5 ft. until the start of its
Tale of Faolan (1/day). The vateshran tells a tale of the Red next turn.
Eagle. Each creature allied to the vateshran within 30 ft.
Actions
of it that can hear the tale gains 10 temporary hit points.
Multiattack. The witchblade makes two melee weapon
attacks.

Reach Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 7 (2d4 + 2) slashing damage plus 2 (1d4)
poison damage.

CHAPTER 4: FRIENDS & FOES 105


GOBLIN-KEN Riekling
Small Humanoid (Goblin-Ken), Typically Neutral
A race that is widespread in Tamriel, the Goblin-ken are
no foreigners to Skyrim, though much like the rest of Armor Class 12
the inhabitants of the cold region, there are clear Hit Points 13 (3d6 + 3)
differences present in those that reside in the cold Speed 30 ft.
north, both physically and mentally.
STR AGI END INT WIL PER
Much tougher than their cousins, the Riekling and
14 (+2) 14 (+2) 12 (+1) 7 (–2) 10 (+0) 8 (–1)
Riekr goblins that inhabit the land are found from
Wrothgar to Solstheim, and are capable of weapon
Damage Resistances cold
usage, and animal taming.
Senses darkvision 60 ft., passive Perception 10
Languages Goblin
Challenge 1/4 (50 XP) Proficiency Bonus +2
RIEKLING
Rieklings are much shorter than their Riekr cousins, Pack Tactics. The riekling has advantage on an attack roll
but are every bit as vicious. Occupying Solstheim and against a creature if at least one of the riekling's allies is
the eastern portions of Skyrim, the Rieklings are within 5 ft. of the creature and the ally isn't incapacitated.
known for their mischief and the danger they pose to
unwary travelers. Though a mild nuisance alone, a Actions
group can pose a significant threat. They appear to Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
favor rough knapped stone tools and weapons, and ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
often adorn themselves in the claws, hides, or bones of damage.
the creatures they have hunted. Despite a clear
relationship to the more common and widespread
goblins, some Nords have postulated that the Rieklings
are what remains of the once glorious Falmer race. Riekling Chief
Small Humanoid (Goblin-Ken), Typically Neutral
Armor Class 14 (hide armor)
RIEKLING CHIEF Hit Points 71 (13d6 + 26)
Riekling chiefs, through some tribal system or another, Speed 30 ft.
have achieved the highest position in Riekling tribes,
and use their influence to aid their tribe-mates in STR AGI END INT WIL PER
16 (+3) 14 (+2) 14 (+2) 7 (–2) 10 (+0) 8 (–1)
combat. The chief’s commands are eagerly and
opportunistically heeded by the chief’s underlings.
Skills Insight +2, Perception +2
Damage Resistances cold
RIEKLING RIDER Senses darkvision 60 ft., passive Perception 12
Languages Goblin
Rieklings often domesticate tusked bristlebacks as Challenge 4 (1,100 XP) Proficiency Bonus +2
beasts of burden, transport, or even as battle mounts.
Those Riekr who ride into battle do so armed with Pack Tactics. The riekling has advantage on an attack roll
spears and the foul-tempered tusks of their sturdy against a creature if at least one of the riekling's allies is
steeds. within 5 ft. of the creature and the ally isn't incapacitated.

Brute. A melee weapon deals one extra die of its damage


when the riekling hits with it (included in the attack).

Actions
Multiattack. The riekling makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.


or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing
damage, or 12 (2d8 + 3) piercing damage if used with two
hands to make a melee attack.

Call to Attack (2/Day). Up to three allied rieklings within


60 feet of this riekling that can hear it can each use their
reaction to make one weapon attack.

106 S H A D O W S OV E R S K Y R I M
RIEKR RIEKR CHIEFTAIN
The Riekr, are a race thought to be related to the The chieftains of Riekr tribes are often spellcasters
goblins native to central and southern Tamriel. Their surpassing the skill of their wildmages, wielding
skin tends to be a light shade of blue or white and they symbols or weapons that represent their status among
organize themselves into tribal structures. The Riekr the tribe. When in combat, they appear to prefer ice-
have strange customs, having been reported being seen based magic.
regurgitating food into bowls to be traded to other
Riekr tribes. They are capable of Tamrielic speech, but
often lack the training or enthusiasm to properly RIEKR WILDMAGE
communicate with it. Wildmages among the Riekr are formidable opponents,
slinging wild magic in jealous defense of their tribes.
Wildmages tend to be respected members of the tribe
and often have the ear of the chieftain.

Riekling Rider Riekr


Small Humanoid (Goblin-Ken), Typically Neutral Medium Humanoid (Goblin-Ken), Typically Neutral
Armor Class 14 (hide armor) Armor Class 13 (padded armor)
Hit Points 44 (8d6 + 16) Hit Points 13 (3d8)
Speed 30 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
14 (+2) 14 (+2) 14 (+2) 7 (–2) 10 (+0) 8 (–1) 11 (+0) 14 (+2) 14 (+2) 7 (–2) 14 (+2) 8 (–1)

Skills Animal Handling +2 Damage Resistances cold


Damage Resistances cold Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 10 Languages Goblin
Languages Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2
Challenge 2 (450 XP) Proficiency Bonus +2
Spellcasting. The riekr is a 2nd-level spellcaster. Its
Pack Tactics. The riekling has advantage on an attack roll spellcasting ability is Willpower (spell save DC 12, +4 to
against a creature if at least one of the riekling's allies is hit with spell attacks). The riekr has the following mage
within 5 ft. of the creature and the ally isn't incapacitated. spells prepared and has 6 magicka points:

Charge. If the riekling moves at least 30 ft. straight Cantrips (at will): mage hand, prestidigitation, ray of frost
toward a target and then hits it with a spear attack on (see "Actions" below)
the same turn, the target takes an extra 7 (2d6) piercing 1st level (2 magicka): expeditious retreat, fog cloud, grease
damage. If the target is a creature, it must succeed on a
Actions
DC 13 Strength saving throw or be knocked prone.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Saddle Rider. The riekling has advantage on saving throws
target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) cold
made to avoid falling off its mount. If the riekling falls off
damage.
its mount and descend no more than 10 feet, it can land
on its feet if it is not incapacitated. Mounting or Ray of Frost (Cantrip). Ranged Spell Attack: +4 to hit, range
dismounting a creature costs the riekling only 5 feet of 60 ft., one target. Hit: 4 (1d8) cold damage, and the
movement, rather than half its speed. target's speed is reduced by 10 feet until the start of the
riekr's next turn.
Actions
Multiattack. The riekling makes two attacks.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.


or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing damage if used with two
hands to make a melee attack.

CHAPTER 4: FRIENDS & FOES 107


Riekr Chieftain Riekr Wildmage
Medium Humanoid (Goblin-Ken), Typically Neutral Medium Humanoid (Goblin-Ken), Typically Neutral
Armor Class 13 (padded armor) Armor Class 13 (padded armor)
Hit Points 44 (8d8 + 8) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
12 (+1) 14 (+2) 12 (+1) 7 (–2) 16 (+3) 8 (–1) 12 (+1) 14 (+2) 12 (+1) 7 (–2) 16 (+3) 8 (–1)

Damage Resistances cold Damage Resistances cold


Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages Goblin Languages Goblin
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2

Tribal Arcana. When the riekr casts a spell that causes Tribal Arcana. When the riekr casts a spell that causes
damage or that forces other creatures to make a saving damage or that forces other creatures to make a saving
throw, it can choose itself and any number of allies to be throw, it can choose itself and any number of allies to be
immune to the damage caused by the spell and to immune to the damage caused by the spell and to
succeed on the required saving throw. succeed on the required saving throw.

Arcane Advantage. Once per turn, the riekr can deal an Spellcasting. The riekr is a 5th-level spellcaster. Its
extra 7 (2d6) damage to a creature it hits with a spellcasting ability is Willpower (spell save DC 13, +5 to
damaging spell attack if that target is within 5 feet of an hit with spell attacks). The riekr has the following mage
ally of the riekr and that ally isn't incapacitated. spells prepared and has 27 magicka points:

Spellcasting. The riekr is a 7th-level spellcaster. Its Cantrips (at will): mage hand, prestidigitation, ray of frost
spellcasting ability is Willpower (spell save DC 13, +5 to (see "Actions" below), shocking grasp
hit with spell attacks). The riekr has the following mage 1st level (2 magicka): expeditious retreat, fog cloud, healing
spells prepared and has 38 magicka points: word
2nd level (3 magicka): misty step, shatter
Cantrips (at will): mage hand, prestidigitation, ray of frost
3rd level (5 magicka): call lightning, stinking cloud
(see "Actions" below), shocking grasp
1st level (2 magicka): expeditious retreat, fog cloud, healing Actions
word
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
2nd level (3 magicka): misty step, scorching ray
one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8
3rd level (5 magicka): call lightning, haste
+ 1) bludgeoning damage if used with two hands.
3rd level (5 magicka): ice storm
Ray of Frost (Cantrip). Ranged Spell Attack: +5 to hit, range
Actions 60 ft., one target. Hit: 9 (2d8) cold damage, and the
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., target's speed is reduced by 10 feet until the start of the
one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 riekr's next turn.
+ 1) bludgeoning damage if used with two hands, plus 3
(1d6) cold damage.

Ray of Frost (Cantrip). Ranged Spell Attack: +5 to hit, range


60 ft., one target. Hit: 9 (2d8) cold damage, and the
target's speed is reduced by 10 feet until the start of the
riekr's next turn.

108 S H A D O W S OV E R S K Y R I M
TROLL ARMORED TROLL
Trolls seem to be the perfect specimen for survival in Trolls are fearsome on their own. However, a troll in
Skyrim: tough, strong, covered in fur from head to toe, spiked armor is another matter entirely. Tamed and
and incredibly deadly. These ape-like creatures have trained by the Dawnguard, it pairs savage strength
powerful bodies, razor sharp claws and they sport a with the protection of armor, and are capable of
third eye, though it is unknown if this aids their impressive amounts of destruction.
awareness in any way shape or form. Their diet
consists of anything they can catch and devour. They
can be found throughout Tamriel, mostly in caves and Armored Troll
forested areas, although they come in many species Large Giant, Typically Chaotic Neutral
that populate less common habitats. They are Armor Class 18 (Spiked Armor)
sometimes known to live together in primitive Hit Points 105 (10d10 + 50)
societies, and sometimes work with other trollkin. Speed 30 ft., 20 ft. climb
Although trolls are not notably intelligent, they are
capable of understanding language. Troll fat is STR AGI END INT WIL PER
commonly used in alchemy, and their unique three 18 (+4) 14 (+2) 20 (+5) 9 (–1) 10 (+0) 7 (–2)
eye-socket skulls make for prized hunting trophies.
Regeneration. Smashing a troll's bones and slashing Saving Throw End +8
through its thick hide only makes it angry. A troll's Skills Perception +3
wounds close quickly. If the monster loses an arm, a Senses darkvision 60 ft., passive Perception 13
leg, or even its head, those dismembered parts can Languages Trollkin
sometimes act with a life of their own. A troll can Challenge 6 (2,300 XP) Proficiency Bonus +3
even reattach severed body parts, untroubled by its
momentary disability. Armored. he troll has disadvantage on Agility (Stealth)
checks.
Acid and Fire Weakness. While they are a resilient
species which can prove difficult to put down, their Keen Smell. The troll has advantage in Willpower
furred appearance can be their downfall, as if it set (Perception) checks that rely on smell.
alight, they will find a swift death at the hands of what Regenerate. The troll regains 15 hit points at the start of
once was a benefit for surviving the cold climate. Only its turn, If the troll takes acid or fire damage, this trait
acid and fire can arrest the regenerative properties of a doesn't function at the start of the troll's next turn. The
troll's flesh. The trolls, enraged, will attack individuals troll dies only if it starts its turn with 0 hit points and
making acid and fire attacks against them above all doesn't regenerate.
other prey.
Tamed. The troll has been tamed, and will not attack
unless commanded to by its master, or it sees its master
being attacked.

Actions
Multiattack. The troll makes three attacks: one with
either its bite or its hurl spiked ball attack, and two with
its bladed gauntlets.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) piercing damage.

Bladed Gauntlets. Melee Weapon Attack: +7 to hit, reach 5


ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus
7 (2d6) slashing damage.

Hurl Spiked Ball. Ranged Weapon Attack: +7 to hit, range


30/60 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning
damage plus 4 (1d8) piercing damage.

CHAPTER 4: FRIENDS & FOES 109


FROST TROLL is a tangle of icy spikes, which are sometimes torn off
and thrown. Its feet seem ideal for crushing smaller
Inhabiting the snow-capped peaks and barren tundras creatures, and its fists capable of tearing a would-be
of Tamriel, frost trolls are brutish predators. In the monster slayer limb from limb.
snow, they are hard to spot for their white fur, and
harder to kill, as they possess a natural regenerative
ability.
Grahl
Large Giant, Typically Chaotic Evil
GRAHL Armor Class 16 (natural armor)
The grahl are a rare breed of giant, perhaps similar to Hit Points 105 (10d10 + 50)
frost giants or ogres. The grahl is characterized by its Speed 30 ft., 20 ft. climb
large elephant-like tusks lodged in a snarling
monstrous face. It bears tufts of white fur over the STR AGI END INT WIL PER
blue skin on its shoulders, groin, and arms and its back 18 (+4) 13 (+1) 20 (+5) 7 (–2) 10 (+0) 7 (–2)

Frost Troll Skills Perception +3, Stealth +4


Large Giant, Typically Chaotic Evil Damage Resistances Cold, Lightning, Poison
Condition Immunities Paralysis
Armor Class 16 (natural armor)
Senses darkvision 60 ft., passive Perception 13
Hit Points 105 (10d10 + 50)
Languages Trollkin
Speed 30 ft., 20 ft. climb
Challenge 7 (2,900 XP) Proficiency Bonus +3
STR AGI END INT WIL PER
Charge. If the grahl moves at least 20 feet straight toward
18 (+4) 14 (+2) 20 (+5) 9 (–1) 10 (+0) 7 (–2)
a target and then hits it with a tusk attack on the same
turn, the target takes an extra 7 (2d6) slashing damage. If
Saving Throw End +8
the target is a creature, it must succeed on a DC 15
Skills Perception +3, Stealth +7
Strength saving throw or be knocked prone.
Damage Resistances Cold
Senses darkvision 60 ft., passive Perception 13 Keen Smell. The grahl has advantage on Willpower
Languages Trollkin (Perception) checks that rely on smell.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Icy Blood Regenerate. The grahl regains 10 hit points at the
start of its turn, If the grahl takes fire damage, this trait
Keen Smell. The troll has advantage in Willpower
doesn't function at the start of the grahl's next turn. The
(Perception) checks that rely on smell.
grahl dies only if it starts its turn with 0 hit points and
Regenerate. The troll regains 15 hit points at the start of doesn't regenerate.
its turn, If the troll takes acid or fire damage, this trait
Icicle Regrowth. The grahl has twenty-four icicles
doesn't function at the start of the troll's next turn. The
protruding form its back. Used icicles regrow when the
troll dies only if it starts its turn with 0 hit points and
grahl finishes a long rest.
doesn't regenerate.
Snow Camouflage. The grahl has advantage on Agility
Snowy Camouflage. The troll has advantage on Agility
(Stealth) checks made to hide in snowy terrain.
(Stealth) checks made to hide in snowy terrain.

Actions Actions
Multiattack. The grahl makes three attacks: one with
Multiattack. The troll makes three attacks: one with
either its tusk or its throw icicle, and two with its claws.
either its bite or its snowball, and two with its claws.
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
target. Hit: 8 (1d8 + 4) slashing damage.
Hurl Icicle. Ranged Weapon Attack: +7 to hit, range 30/60
Snowball. Ranged Weapon Attack: +7 to hit, range 60 ft.,
ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
one target. Hit: 11 (2d6 + 4) cold damage.

110 S H A D O W S OV E R S K Y R I M
UDYRFRYKTE
A creature of myth, the Udyrfrykte is often the subject
of Nordic tales of bravery and revenge, usually said to
attack unnamed mead halls before being slain by a
valiant hero. The Udyrfrykte seems similar to a troll at
first glance--assuming it isn’t invisible-- but fights with
an almost intelligent ferocity. According to the legends,
the Udyrfrykte seems to use the remains of its slain
foes (which it eats, of course) as improvised weapons,
further catching would-be heroes off-guard and
lending to the creature’s terrifying presence.

Variant: Invisibility. The udyrfrykte magically turns


invisible until it attacks, or until its concentration
ends (as if concentrating on a spell). Any equipment
the udyrfrykte wears or carries is invisible with it.

Udyrfrykte
Large Giant, Typically Chaotic Evil
Armor Class 17 (natural armor) trait doesn't function at the start of the udyrfrykte's next
Hit Points 190 (18d10 + 90) turn. The udyrfrykte dies only if it starts its turn with 0
Speed 30 ft., 20 ft. climb hit points and doesn't regenerate.

Surprise Attack. If the udyrfrykte surprises a creature and


STR AGI END INT WIL PER
hits it with an attack during the first round of combat,
21 (+5) 14 (+2) 20 (+5) 7 (–2) 13 (+1) 7 (–2)
the target takes an extra 7 (2d6) damage from the attack.

Skills Perception +5, Stealth +6 Actions


Damage Immunities Bludgeoning, Piercing, and Slashing
Multiattack. The udyrfrykte can use its Frightful Presence
from Nonmagical Attacks that aren't Silvered
and makes three attacks: one with its bite, and two with
Damage Resistances Cold, Fire, Lightning, Poison
its severed Nord leg. It uses its slam attack twice if it is
Condition Immunities Poisoned
not holding its severed Nord leg.
Senses darkvision 120 ft., passive Perception 15
Languages Trollkin Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 13 (10,000 XP) Proficiency Bonus +5 target. Hit: 9 (1d8 + 5) piercing damage.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one


Ambusher. In the first round of a combat, the udyrfrykte
target. Hit: 16 (2d10 + 5) bludgeoning damage.
has advantage on attack rolls against any creature it
surprised. Severed Nord Leg. Melee Weapon Attack: +9 to hit, reach 5
ft., or range 30/60 ft., one target. Hit: 18 (2d12 + 5)
Keen Senses. The udyrfrykte has advantage on Willpower
bludgeoning damage.
(Perception) checks.
Frightful Presence. Each creature of the udyrfrykte's
Pounce. If the udyrfrykte moves at least 20 feet straight
choice that is within 60 feet of the udyrfrykte and aware
toward a creature and then hits it with a severed Nord
of it must succeed on a DC 13 Willpower saving throw or
leg attack on the same turn, that target must succeed on
become frightened for 1 minute. A creature can repeat
a DC 17 Strength saving throw or be knocked prone. If the
the saving throw at the end of each of its turns, ending
target is prone, the udyrfrykte can make one bite attack
the effect on itself on a success. If a creature's saving
against it as a bonus action.
throw is successful or the effect ends for it, the creature
Regenerate. The udyrfrykte regains 15 hit points at the is immune to the udyrfrykte's Frightful Presence for the
start of its turn, If the udyrfrykte takes fire damage, this next 24 hours.

CHAPTER 4: FRIENDS & FOES 111


SOVNGARDE HERO
Those who die in glorious battle and follow Shor are
reborn in the halls of Sovngarde, where they war, feast,
and drink for eternity in the splendor of their god.
Sovngarde heroes are often honorable fighters of near
legendary status, and despite their mortal demise, they
can pose noble and formidable adversaries if
challenged.

Sovngarde Hero
Medium Celestial (Nord), Any Alignment
Armor Class 19 (half plate, shield) Dragon Shouts (Recharge 6). The hero uses one of the
Hit Points 144 (17d8 + 68) following dragon shouts.
Speed 30 ft.
Dragonrend (Joor Zah Frul). The hero's voice lashes out
at the soul of a dragon it can see within 500 ft. of it,
STR AGI END INT WIL PER
forcing the creature to land. The dragon’s flying speed is
20 (+5) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 15 (+2)
reduced to 0 and it is stunned until the start of the hero's
next turn. If the dragon is currently flying, it falls to the
Saving Throws Str +9, Agi +7, End +8
ground. At the end of each of the dragon's turns, it must
Skills Acrobatics +11, Athletics +13, Intimidation +6,
make a DC 16 Endurance saving throw. After failing three
Performance +6
of these saving throws, it's flying speed is reduced to 0 for
Damage Resistances cold
the next minute. After succeeding on three of these
Condition Immunities exhaustion, frightened, paralyzed,
saving throws, the dragon recovers and the effect ends.
petrified, poisoned
Frost Breath (Fo Krah Diin). The hero exhales a breath
Senses passive Perception 12
of winter in a 30-foot cone. Each creature in that cone
Languages Dovahzul, Nordic, and Tamrielic
must make a DC 16 Agility saving throw, taking 18 (4d8)
Challenge 12 (8,400 XP) Proficiency Bonus +4
cold damage on a failed save, or half as much on a
successful one.
Brute. A melee weapon deals one extra die of its damage
Unrelenting Force (Fus Ro Dah). The hero exhales a
when the hero hits with it (included in the attack).
blast of force in a 30-foot cone. Each creature in that
Legendary Resistance (3/day). If the hero fails a saving cone must make a DC 16 Strength saving throw. On a
throw, it can choose to succeed instead. failed save, a creature takes 14 (4d6) force damage, is
knocked back 20 feet, and falls prone. On a successful
Magic Resistance. The hero has advantage on saving
save, the creature takes half as much damage, isn’t
throws against spells and other magical effects.
knocked back, and isn't knocked prone.
Magic Weapons. The hero's weapon attacks are magical.
Legendary Actions
Actions The hero can take 3 legendary actions, choosing from the
Multiattack. The hero makes three weapon attacks or options below. Only one legendary action option can be
uses a shout and makes one weapon attack. used at a time and only at the end of another creature's
turn. The hero regains spent legendary actions at the
Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
start of its turn.
target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5)
Attack. The hero makes a weapon attack.
slashing damage if used with two hands.
Thu'um Meditation. The hero rolls to recharge its dragon
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 shouts.
ft., one target. Hit: 7 (1d8 + 3) piercing damage. Warcry. The hero targets one enemy it can see within 30
feet of it. If the target can see and hear it, the target
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft.,
must succeed on a DC 16 Willpower saving throw or be
one creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the
frightened until the end of hero's next turn.
target is a Medium or smaller creature, it must succeed
on a DC 17 Strength saving throw or be knocked prone.

112 S H A D O W S OV E R S K Y R I M
Stone Husk STONE HUSK
Large Construct, Unaligned Created by an old vampire and werewolf alliance called
Armor Class 17 (natural armor) the Grey Host, the stone husks are towering slate gray
Hit Points 157 (15d10 + 75) constructs with a latticed hollow where its chest
Speed 30 ft. should be. When active, the stone husks are difficult
enemies to dispatch, with an arcane beam that heals
STR AGI END INT WIL PER any damage it takes, and powerful limbs that can
22 (+6) 9 (–1) 20 (+5) 3 (–4) 11 (+0) 1 (–5) shake the foundations of the oldest tombs and citadels.
If paired with a properly prepared reliquary, it is said
Damage Resistances force; bludgeoning, piercing, and that the stone husks can give birth to the long-dead,
slashing from nonmagical attacks brought back among the living from whatever afterlife
Damage Immunities poison, psychic to which they had been blessed with or cursed.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 10 (5,900 XP) Proficiency Bonus +4

Immutable Form. The stone husk is immune to any spell


or effect that would alter its form.

Magic Resistance. The stone husk has advantage on saving


throws against spells and other magical effects.

Magic Weapons. The stone husk's weapon attacks are


magical.

Actions
Multiattack. The stone husk makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one


target. Hit: 19 (3d8 + 6) bludgeoning damage.

Feed (Recharge 5–6). The stone husk unleashes a beam of


magical energy from its core in a line that is 100 feet long
and 5 feet wide, . Each creature in the line must make a
DC 17 Agility saving throw, taking 21 (6d6) force damage
on a failed save, or half as much damage on a successful
one. If one or more creatures fail the saving throw, the
stone husk regains a number of hit points equal to half of
the force damage dealt.

Core Slam (1/Day). The stone husk removes its core and
slams it into the ground, creating a deadly burst of
magical energy. Each creature within 15 feet of the stone
husk must make a DC 17 Endurance saving throw, taking
39 (6d12) force damage on a failed save, and half as much
damage on a successful one.

CHAPTER 4: FRIENDS & FOES 113


on a young beauty. A child might become an object of
VAMPIRE fascination for a vampire obsessed with youth and
Vampires are thought to be the unholy spawn of Molag potential. Others surround themselves with art, books,
Bal and can be traced back to the first vampire, Lamae or sinister items such as torture devices or trophies
Beolfag. They possess uncanny abilities, ranging from from creatures they have killed.
mind control to the ability to change into a cloud of
Born from Death. Most of a vampire's victims become
mist, to even changing form into a monstrous vampiric
vampire spawn—ravenous creatures with a vampire's
behemoth. However, these benefits come with a
hunger for blood, under the control of the vampire
handful of severe drawbacks.
that created them. If a true vampire allows a spawn to
Awakened to an endless night, vampires hunger for draw blood from its own body, the spawn transforms
the life they have lost and sate that hunger by drinking into a true vampire, no longer under its master's
the blood of the living. Vampires abhor sunlight, for its control. Few vampires are willing to relinquish their
touch burns them. They never cast shadows or control in this manner. Vampire spawn become free-
reflections, and any vampire wishing to move willed when their creator dies.
unnoticed among the living keeps to the darkness and
Chained to the Grave. Every vampire remains bound
far from reflective surfaces.
to its coffin, crypt, or grave site, where it must rest by
Dark Desires. Whether or not a vampire retains any day. If a vampire didn't receive a formal burial, it must
memories from its former life, its emotional lie beneath a foot of earth at the place of its transition
attachments wither as once-pure feelings become to undeath. A vampire can move its place of burial by
twisted by undeath. Love turns into hungry obsession, transporting its coffin or a significant amount of grave
while friendship becomes bitter jealousy. In place of dirt to another location. Some vampires set up
emotion, vampires pursue physical symbols of what multiple resting places this way.
they crave, so that a vampire seeking love might fixate
Undead Nature. Neither a vampire nor a vampire
Vampire
Medium Undead, Typically Neutral Evil
Armor Class 15 (natural armor) 1/day each: charm person, detect life, fear, invisibility (self
Hit Points 75 (10d8 + 30) only)
Speed 35 ft.
Actions
STR AGI END INT WIL PER Multiattack. The vampire makes two attacks, only one of
16 (+3) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2) which can be a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Saving Throws Agi +6, Wil +4
willing creature, or a creature that is grappled by the
Skills Perception +4, Stealth +6
vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
Damage Resistances necrotic; bludgeoning, piercing, and
piercing damage plus 7 (2d6) necrotic damage. The
slashing from nonmagical attacks that aren't silvered
target's hit point maximum is reduced by an amount
Damage Immunities poison
equal to the necrotic damage taken, and the vampire
Condition Immunities poisoned
regains hit points equal to that amount. The reduction
Senses darkvision 60 ft., passive Perception 14
lasts until the target finishes a long rest. The target dies if
Languages the languages it knew in life
this effect reduces its hit point maximum to 0. If the
Challenge 5 (1,800 XP) Proficiency Bonus +3
target is a humanoid, it must succeed on a DC 12
Endurance saving throw or be cursed with vampirism.
Vampire Weaknesses. If the vampire takes at least 15 fire
damage from a single attack or spell, it cannot reduce a Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5
creature’s maximum hit points with its bite or regain hit ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.
points until the end of its next turn. Additionally, the Instead of dealing damage, the vampire can grapple the
vampire takes 20 radiant damage when it starts its turn target (escape DC 13).
in sunlight. While in sunlight, it has disadvantage on
Vampiric Drain. The vampire targets a creature within 10
attack rolls and ability checks.
ft. of it, the creature must succeed on a DC 13 Endurance
Innate Spellcasting. The vampire's innate spellcasting saving throw or take 9 (2d8) necrotic damage, the
ability is Personality (spell save DC 13, +5 to hit with spell vampire regains hit points equal to that amount.
attacks). It can innately cast the following spells,
requiring no material components:

114 S H A D O W S OV E R S K Y R I M
BLOODKNIGHT
Among the most ferocious of vampires are the
Bloodknights. Having absorbed power from fallen
allies, Bloodknights are more feral and bestial than
their more human kin, and are typically employed as
personal guards for Vampire Lords.

Bloodknight
Medium Undead, Typically Neutral Evil
Armor Class 17 (half plate) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Hit Points 112 (15d8 + 45) willing creature, or a creature that is grappled by the
Speed 35 ft., climb 35 ft. vampire, incapacitated, or restrained. Hit: 11 (2d6 + 4)
piercing damage plus 3 (1d6) necrotic damage. The
STR AGI END INT WIL PER target's hit point maximum is reduced by an amount
18 (+4) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2) equal to the necrotic damage taken, and the vampire
regains hit points equal to that amount. The reduction
Saving Throws Str +7, End +6 lasts until the target finishes a long rest. The target dies if
Skills Athletics +7, Perception +4 this effect reduces its hit point maximum to 0. If the
Damage Resistances necrotic; bludgeoning, piercing, and target is a humanoid, it must succeed on a DC 12
slashing from nonmagical attacks that aren't silvered Endurance saving throw or be cursed with vampirism.
Damage Immunities poison
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities poisoned
creature. Hit: 11 (2d6 + 4) Slashing damage. Instead of
Senses darkvision 60 ft., passive Perception 14
dealing damage, the vampire can grapple the target
Languages the languages it knew in life
(escape DC 13).
Challenge 5 (1,800 XP) Proficiency Bonus +3
Blood Tether (Recharge 5–6). The vampire tethers itself to
Aggressive. As a bonus action, the vampire can move up a creature, draining blood from it on every turn, one
to its speed toward a hostile creature that it can see. creature within 5 ft. of the vampire must succeed on a DC
17 Endurance saving throw or take 21 (6d6) necrotic
Vampire Weaknesses. If the vampire takes at least 15 fire
damage and be connected by a tether to the vampire, for
damage from a single attack or spell, it cannot reduce a
a minute, the creature takes 10 (3d6) necrotic damage at
creature’s maximum hit points with its bite or regain hit
the start of each of its turns as long as it's within line of
points until the end of its next turn. Additionally, the
sight of the vampire and it maintains concentration, as if
vampire takes 20 radiant damage when it starts its turn
it was a spell. While this effect is active, the vampire can
in sunlight. While in sunlight, it has disadvantage on
pull the tether, ending the effect and dealing 17 (5d6)
attack rolls and ability checks.
necrotic damage and pulling the creature 15 ft. to it, if the
Actions creature ends within 5 ft. of the vampire it can use a
bonus action to make a claws attack. While tethered the
Multiattack. The vampire makes three attacks, only one
vampire can't recharge this ability. Whenever the creature
of which can be a bite attack.
takes necrotic damage from this effect the vampire
regains hit points equal to half of the damage dealt.

CHAPTER 4: FRIENDS & FOES 115


BLOOD SCION
Every now and again, a vampire is created with the
ability to change shape into a monstrous vampiric
ideal, a hulking and horned creature of the night.
Though rare, the death they leave in their wake is
legendary, and their command over the night’s
creatures, such as swarms of bats, is the subject of
many a horror tale shared by the people of Tamriel.

Blood Scion
Medium Undead (Shapechanger), Typically Neutral Evil
Armor Class 16 (natural armor) Actions
Hit Points 110 (13d8 + 52)
Multiattack. The vampire makes three attacks, only one
Speed 40 ft.
of which can be a bite attack.
STR AGI END INT WIL PER Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
18 (+4) 18(+4) 18 (+4) 13 (+1) 15 (+2) 17 (+3) willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 11 (2d6 + 4)
Saving Throws Agi +8, Wil +6 piercing damage plus 14 (4d6) necrotic damage. The
Skills Perception +6, Stealth +12 target's hit point maximum is reduced by an amount
Damage Resistances necrotic; bludgeoning, piercing, and equal to the necrotic damage taken, and the vampire
slashing from nonmagical attacks that aren't silvered regains hit points equal to that amount. The reduction
Damage Immunities poison lasts until the target finishes a long rest. The target dies if
Condition Immunities poisoned this effect reduces its hit point maximum to 0. If the
Senses darkvision 60 ft., passive Perception 16 target is a humanoid, it must succeed on a DC 16
Languages the languages it knew in life Endurance saving throw or be cursed with vampirism.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 17 (3d8 + 4) slashing damage. Instead of
Shapechanger. If the vampire isn't in sunlight, it can use
dealing damage, the vampire can grapple the target
its action to polymorph into its Blood Scion form or a
(escape DC 16). While in its Blood Scion form the vampire
Medium cloud of mist, or back into its true form.
regains hit points equal to half the damage dealt.
While in Blood Scion form, the vampire knows the
location of living creatures up to 60 ft. away that aren't Vampiric Drain. The vampire targets a creature within 10
undead or constructs. Its statistics are unchanged. ft. of it, the creature must succeed on a DC 15 Endurance
Anything it is wearing transforms with it, but nothing it saving throw or take 13 (3d8) necrotic damage, the
is carrying does. It reverts to its true form if it dies. vampire regains hit points equal to that amount.
While in mist form, the vampire can't take any actions,
Summon Bat Swarm (1/Day). The vampire magically
speak, or manipulate objects. It is weightless, has a flying
summons 2d4 swarms of bats in a space within 30 ft. of
speed of 20 feet, can hover, and can enter a hostile
the vampire, acting as allies of the vampire and obeying
creature's space and stop there. In addition, if air can
its spoken commands. The beasts remain for 1 hour, until
pass through a space, the mist can do so without
the vampire dies, or until the vampire dismisses them as
squeezing, and it can't pass through water. It has
a bonus action.
advantage on Strength, Agility, and Endurance saving
throws, and it is immune to all nonmagical damage,
except the damage it takes from sunlight.

Innate Spellcasting. The vampire's innate spellcasting


ability is Personality (spell save DC 15, +7 to hit with spell
attacks). It can innately cast the following spells,
requiring no material components:
1/day each: charm monster, detect life, fear, invisibility (self
only)

116 S H A D O W S OV E R S K Y R I M
Death Hound DEATH HOUND
Medium Undead, Neutral Evil Death Hounds are the most common form of guard
Armor Class 14 (natural armor) animal used by vampires in Tamriel, typically by those
Hit Points 39 (6d8 + 12) who have rooted themselves in a keep or lair. Death
Speed 50 ft. Hounds maintain the senses they possessed in life,
along with unnatural powers granted by vampirism.
STR AGI END INT WIL PER
17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 7 (–2) NIGHTHOLLOW VAMPIRE
Skills Perception +3, Stealth +4 The Nighthollow Vampire Clan is among the oldest and
Damage Resistances cold, necrotic purest of vampire bloodlines. It is said that in times
Damage Immunities poison past, the Nighthollow vampires feasted upon the
Condition Immunities exhaustion, poisoned darkness beneath the world, transforming their
Senses passive Perception 13 vampirism into something even more deadly. Their
Languages — powers are as much attributed to Namira as they are
Challenge 2 (450 XP) Proficiency Bonus +2 to Molag Bal, a puzzling rumor for scholars to work
out. Verbal histories tell of tales when the Nighthollow
Keen Hearing and Smell. The death hound has advantage clan fought with the Dwemer for control over a “dark
on Willpower (Perception) checks that rely on hearing or heart,” resulting in the Aetherium Wars that caused
smell. Dwemer decline in Skyrim.

Pack Tactics. The death hound has advantage on an attack Typical Nighthollow vampires have bizarre powers
roll against a creature if at least one of the death hound's that manipulate darkness, such as the ability to step
allies is within 5 ft. of the creature and the ally isn't through shadows to stride over long distances, and the
incapacitated. ability to use the Void as a form of offense.

Cold as the Grave. At the start of each of the death


hound's turns, each creature of the death hound's choice
within 5 feet of it takes 3 (1d6) cold damage.

Actions
Multiattack. The vampire makes three attacks, only one
Freezing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage plus 2 (1d4)
cold damage. If the target is a creature, it must succeed
on a DC 13 Endurance saving throw or have their speed
halved until the end of their next turn.

CHAPTER 4: FRIENDS & FOES 117


Nighthollow Vampire
Medium Undead, Typically Neutral Evil
Armor Class 15 (natural armor) 1/day each: charm person, darkness, detect life fear,
Hit Points 75 (10d8 + 30) invisibility (self only).
Speed 35 ft
Void Step. When the vampire is in dim light or darkness,
as a bonus action it can teleport up to 60 ft. to an
STR AGI END INT WIL PER
unoccupied space it can see that is also in dim light or
16 (+3) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 16 (+3)
darkness. Additionally, it can teleport into a shadow cast
by another creature within range when it is not in dim
Saving Throws Agi +6, Wil +4
light or darkness. The vampire then has advantage on the
Skills Perception +4, Stealth +9
first melee attack it makes before the end of its turn.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered Actions
Damage Immunities poison
Multiattack. The vampire makes two attacks, only one of
Condition Immunities poisoned
which can be Energy Drain.
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life Energy Drain. One willing creature, or a creature that is
Challenge 6 (2,300 XP) Proficiency Bonus +3 grappled by the vampire, incapacitated, or restrained.
within 5 ft. of the vampire must succeed on a DC 14
Vampire Weaknesses. If the vampire takes at least 15 fire Endurance saving throw or take 13 (3d8) necrotic damage.
damage from a single attack or spell, it cannot reduce a The target's hit point maximum is reduced by an amount
creature’s maximum hit points with its bite or regain hit equal to the necrotic damage taken, and the vampire
points until the end of its next turn. Additionally, the regains hit points equal to that amount. The reduction
vampire takes 20 radiant damage when it starts its turn lasts until the target finishes a long rest. The target dies if
in sunlight. While in sunlight, it has disadvantage on this effect reduces its hit point maximum to 0.
attack rolls and ability checks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5
Shadow Stealth. While in dim light or darkness, the ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage plus
vampire can take the Hide action as a bonus action. 3 (1d6) necrotic damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 14).
Innate Spellcasting. The vampire's innate spellcasting
ability is Personality (spell save DC 14, +6 to hit with spell Void Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
attacks). It can innately cast the following spells, target. Hit: 10 (3d6) necrotic damage.
requiring no material components:

118 S H A D O W S OV E R S K Y R I M
VAMPIRIC BEAR VAMPIRIC SABRE CAT
On occasion, vampire clans will make use of bears Saber cats, given their natural agility, strength, and
tainted with vampirism as a sort of wild watchdog, predatory instincts, make for even more dangerous
expanding and maintaining the clan’s local influence foes once infected with vampirism, gaining a
by bootstrapping the bear’s natural territorial nature. newfound thirst for blood far outstriping that of
untainted saber cats.

Vampiric Bear Vampiric Sabre Cat


Large Undead, Neutral Evil Large Undead, Neutral Evil
Armor Class 12 (natural armor) Armor Class 14 (natural armor)
Hit Points 76 (8d10 + 32) Hit Points 68 (8d10 + 24)
Speed 50 ft., swim 35 ft. Speed 50 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
22 (+6) 12 (+1) 18 (+4) 2 (–4) 14 (+2) 7 (–2) 20 (+5) 16 (+3) 16 (+3) 3 (–4) 13 (+1) 8 (–1)

Skills Perception +5 Skills Perception +3, Stealth +5


Damage Resistances necrotic; bludgeoning, piercing, and Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered slashing from nonmagical attacks that aren't silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 13
Languages — Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 5 (1,800 XP) Proficiency Bonus +3

Vampire Weaknesses. If the vampire takes at least 15 fire Vampire Weaknesses. If the vampire takes at least 15 fire
damage from a single attack or spell, it cannot reduce a damage from a single attack or spell, it cannot reduce a
creature’s maximum hit points with its bite or regain hit creature’s maximum hit points with its bite or regain hit
points until the end of its next turn. Additionally, the points until the end of its next turn. Additionally, the
vampire takes 20 radiant damage when it starts its turn vampire takes 20 radiant damage when it starts its turn
in sunlight. While in sunlight, it has disadvantage on in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks. attack rolls and ability checks.

Keen Smell. The bear has advantage on Willpower Keen Smell. The sabre cat has advantage on Willpower
(Perception) checks that rely on smell. (Perception) checks that rely on smell.

Actions Pounce. If the sabre cat moves at least 20 ft. straight


toward a creature and then hits it with a claw attack on
Multiattack. The bear makes two attacks: one with its
the same turn, that target must succeed on a DC 15
bite and one with its claws.
Strength saving throw or be knocked prone. If the target
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one is prone, the sabre cat can make one bite attack against it
target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) as a bonus action.
necrotic damage. The target's hit point maximum is
Actions
reduced by an amount equal to the necrotic damage
taken, and the bear regains hit points equal to that Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
amount. The reduction lasts until the target finishes a target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6)
long rest. The target dies if this effect reduces its hit point necrotic damage. The target's hit point maximum is
maximum to 0. reduced by an amount equal to the necrotic damage
taken, and the sabre cat regains hit points equal to that
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
amount. The reduction lasts until the target finishes a
target. Hit: 13 (2d6 + 6) slashing damage.
long rest. The target dies if this effect reduces its hit point
maximum to 0.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.

CHAPTER 4: FRIENDS & FOES 119


VAMPIRIC SENCHE-RAHT
Though uncommon, some of the largest of Khajiiti
furstocks give in to the unnatural powers that
vampirism grants. Already physically mighty, the
addition of vampiric skills and cunning makes a
Senche-Raht all the more formidable.

Vampire Senche-raht
Large Undead, Typically Neutral Evil
Armor Class 14 (natural armor) Pounce. If the senche moves at least 20 ft. straight toward
Hit Points 60 (8d10 + 16) a creature and then hits it with a claw attack on the
Speed 40 ft., climb 20 ft. same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone,
STR AGI END INT WIL PER the senche can make one bite attack against it as a bonus
17 (+3) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 16 (+3) action.

Innate Spellcasting. The senche's innate spellcasting


Skills Athletics +6, Intimidation +6, Perception +5
ability is Personality (spell save DC 14, +6 to hit with spell
Damage Resistances necrotic; bludgeoning, piercing, and
attacks). It can innately cast the following spells,
slashing from nonmagical attacks that aren't silvered
requiring no material components.
Damage Immunities poison
Condition Immunities poisoned 1/day each: charm person, detect life, fear, invisibility (self
Senses darkvision 60 ft., passive Perception 15 only)
Languages the languages it knew in life
Actions
Challenge 6 (2,300 XP) Proficiency Bonus +3
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Vampire Weaknesses. If the vampire takes at least 15 fire target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6)
damage from a single attack or spell, it cannot reduce a necrotic damage. The target's hit point maximum is
creature’s maximum hit points with its bite or regain hit reduced by an amount equal to the necrotic damage
points until the end of its next turn. Additionally, the taken, and the senche regains hit points equal to that
vampire takes 20 radiant damage when it starts its turn amount. The reduction lasts until the target finishes a
in sunlight. While in sunlight, it has disadvantage on long rest. The target dies if this effect reduces its hit point
attack rolls and ability checks. maximum to 0.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (2d6 + 3) slashing damage.

120 S H A D O W S OV E R S K Y R I M
VOIDSTUFF VOIDMOTHER
There are places beyond Mundus, Aetherius and While some Reach witches end up becoming
Oblivion that not even supernatural beings can Hagravens, other still become Voidmothers when
comprehend. Known as the Void, these dimensions are tapping into the power of the Dark Heart or given
often to be rumored to be the locations where Gods Namira’s blessing. Able to draw power from the Void
not only are born, but also shape and craft entirely itself, this creature sits somewhere between specter
new worlds. It is believed that this Void is the realm of and human, casting powerful spells and turning its
the daedric prince, Namira, the Lady of Decay. prey into shades of their former selves.

Rarely, creatures of the Void manage to cross the


barrier between their dimensions and the already VOID ROT
mentioned realms, usually manifesting as twisted
beings that have been corrupted by Namira’s energy. Slithering viscous masses of Void energy tend to lurk
where the veil between Mundus and the Void is
weakened. Despite having no visible organs, they
SHADE pursue prey with a slow and unnerving efficiency,
preferring to latch onto creatures and absorbing them
As if a living shadow, the shade is capable of weaving into its form.
in and out of shadows, striking at foes with smoky
tendrils of pure malice. The shade is able to make both
melee and ranged attacks, leaving any living creature
struck feeling drained and weary.

SHADE COLOSSUS
These hulking creatures usually serve Voidmothers.
They resemble giant undead, comprised of bones and
rent flesh and clouded in inky black mist from the
Void. The Shade Colossi seem to pull at animus, as if
forming a gravitational well that siphons energy from
the living.

Shade
Medium Aberration, Chaotic Evil
Armor Class 14 (natural armor) Shadow Stealth. While in dim light or darkness, the shade
Hit Points 65 (10d8+20) can take the Hide action as a bonus action.
Speed 30 ft.
Sunlight Sensitivity. While in sunlight, the shade has
disadvantage on attack rolls, as well as on Willpower
STR AGI END INT WIL PER
(Perception) checks that rely on sight.
13 (+1) 14 (+2) 14 (+2) 6 (–2) 17 (+3) 7 (–2)
Actions
Skills Stealth +7
Shadowstrike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Damage Resistances Acid; Bludgeoning, Piercing, and
one target. Hit: 17 (4d6 + 3) necrotic damage.
Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison Void Bolt. Ranged Spell Attack. +5 to hit, range 120 ft., one
Condition Immunities Exhaustion, Frightened, Grappled, target. Hit: 17 (5d6) necrotic damage.
Paralyzed, Petrified, Poisoned, Prone, Restrained
Crushing Tendrils (Recharges on a Short or Long Rest). The
Senses darkvision 60 ft., passive Perception 13
shade lashes out tendrils of inky darkness. Each creature
Languages Tamrielic and one other language
within 10 ft. of the shade must make an Agility saving
Challenge 4 (1,100 XP) Proficiency Bonus +2
throw or take 10 (3d6) bludgeoning damage plus 4 (1d8)
necrotic damage and is knocked prone if the creature is
Incorporeal Movement. The shade can move through
Medium or small, or half as much on a success.
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.

CHAPTER 4: FRIENDS & FOES 121


Shade Colossus
Large Aberration, Chaotic Evil
Armor Class 16 (natural armor) terrain. It takes 5 (1d10) force damage if it ends its turn
Hit Points 102 (12d10+36) inside an object.
Speed 30 ft.
Shadow Stealth. While in dim light or darkness, the shade
can take the Hide action as a bonus action.
STR AGI END INT WIL PER
18 (+4) 9 (–1) 17 (+3) 6 (–2) 13 (+1) 7 (–2) Sunlight Sensitivity. While in sunlight, the shade has
disadvantage on attack rolls, as well as on Willpower
Damage Resistances Acid; Bludgeoning, Piercing, and (Perception) checks that rely on sight.
Slashing from Nonmagical Attacks
Actions
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Grappled, Multiattack. The shade makes two slam attacks.
Paralyzed, Petrified, Poisoned, Prone, Restrained
Void Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 11
target. Hit: 17 (4d6 + 3) necrotic damage.
Languages Tamrielic and one other language
Challenge 6 (2,300 XP) Proficiency Bonus +3 Shadow Spray (Recharge 5–6). The shade billows out a void
in a 15-foot cone. Each creature in that area must make a
Consume Life. As a bonus action, the shade can target one DC 16 Endurance saving throw, taking 24 (7d6) necrotic
creature it can see within 5 feet of it that has 0 hit points damage on a failed save, or half as much damage on a
and is still alive. The target must succeed on a DC 10 successful one. On a failed save, the target's Endurance
Endurance saving throw against this magic or die. If the score is reduced by 1d4. The target dies if this reduces its
target dies, the shade regains 10 (3d6) hit points. Endurance to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest.
Incorporeal Movement. The shade can move through
other creatures and objects as if they were difficult

Voidmother
Medium Aberration, Chaotic Evil
Armor Class 16 (natural armor) Shadow Stealth. While in dim light or darkness, the shade
Hit Points 83 (15d8+15) can take the Hide action as a bonus action.
Speed 30 ft., 40 ft. Fly (hover)
Sunlight Sensitivity. While in sunlight, the shade has
disadvantage on attack rolls, as well as on Willpower
STR AGI END INT WIL PER
(Perception) checks that rely on sight.
11 (+1) 16 (+3) 13 (+1) 15 (+2) 16 (+3) 18 (+4)
Actions
Damage Resistances Acid; Bludgeoning, Piercing, and
Multiattack. The voidmother uses void bolt twice.
Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison Void Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
Condition Immunities Exhaustion, Frightened, Grappled, target. Hit: 17 (5d6) necrotic damage.
Paralyzed, Petrified, Poisoned, Prone, Restrained
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 11
creature. Hit: 21 (4d8 + 3) necrotic damage. The target
Languages Tamrielic and one other language
must succeed on a DC 14 Endurance saving throw or its
Challenge 8 (3,900 XP) Proficiency Bonus +3
hit point maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the target
Incorporeal Movement. The shade can move through
finishes a long rest. The target dies if this effect reduces
other creatures and objects as if they were difficult
its hit point maximum to 0.
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object. Create Shade. The voidmother targets a humanoid within
10 feet of it that has been dead for no longer than 1
Innate Spellcasting. The voidmother's innate spellcasting
minute and died violently. The target's spirit rises as a
ability is Personality (spell save DC 15, +7 to hit with spell
shade in the space of its corpse or in the nearest
attacks). It can innately cast the following spells,
unoccupied space. The shade is under the voidmother's
requiring no material components:
control. The voidmother can have no more than seven
At will: detect magic shades under its control at one time.
3/day each: charm person, darkness, fear, ray of enfeeblement
One with Shadows. While the voidmother is in dim light
1/day each: blight, hold monster
or darkness, she can become invisible. She remains so
until she moves or takes an action or reaction.

122 S H A D O W S OV E R S K Y R I M
Void Rot
Medium Ooze, Unaligned
Armor Class 8 the tether lasts for a minute or until the tether is
Hit Points 68 (8d8 + 32) destroyed.
Speed 20 ft., climb 20 ft.
Actions
STR AGI END INT WIL PER Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
15 (+2) 7 (–2) 18 (+4) 6 (–2) 7 (–2) 3 (–4) target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6)
necrotic damage.
Damage Resistances slashing
Engulf. The void rot moves up to its speed. While doing
Damage Immunities necrotic
so, it can enter Large or smaller creatures' spaces.
Condition Immunities blinded, charmed, deafened,
Whenever the void rot enters a creature's space, the
exhaustion, frightened, prone
creature must make a DC 12 Agility saving throw.
Senses blindsight 60 ft., passive Perception 8
Languages — On a successful save, the creature can choose to be
Challenge 4 (1,100 XP) Proficiency Bonus +2 pushed 5 feet back or to the side of the void rot. A
creature that chooses not to be pushed suffers the
Amorphous. The void rot can enter a hostile creature's consequences of a failed saving throw.
space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing. On a failed save, the void rot enters the creature's
space, and the creature takes 10 (3d6) necrotic damage
Death Burst. When the void rot dies, it explodes in a burst and is engulfed. The engulfed creature can't breathe, is
of void energy. Each creature within 5 ft. of it must make restrained, and takes 10 (3d6) necrotic damage at the
a DC 12 Agility saving throw, taking 7 (2d6) necrotic start of each of the void rot's turns. When the cube
damage on a failed save, or half as much damage on a moves, the engulfed creature moves with it.
successful one.
An engulfed creature can try to escape by taking an
Shadow Stealth. While in dim light or darkness, the void action to make a DC 12 Strength check. On a success, the
rot can take the Hide action as a bonus action. creature escapes and enters a space of its choice within 5
Void Form. A creature that touches the void rot or hits it feet of the void rot.
with a Melee Weapon Attack while within 5 feet of it takes
Void Residue (Recharges 6). The void rot leaves a 15-feet
3 (1d6) necrotic damage.
wide pool of void matter on the ground centered on itself,
Void Shield (2/Day). As a bonus action the void rot tethers any creature that starts its turn in it or moves to it for
itself to a creature, the creature gains a +2 bonus to AC the first time in their turn takes 10 (3d6) necrotic damage,
while tethered to the creature, the tether has 20 hit the pool is considered difficult terrain. The pool lasts for
points and 13 AC and is 30 ft. long, if the creature and the a minute.
void shield are farther apart than 30 ft. the effect ends,

CHAPTER 4: FRIENDS & FOES 123


MISCELLANEOUS BONE WOLF
Bone wolves are the raised and animated remains of
CREATURES wolves, used as guards or experiments by wayward
These are the entities that give life to the landscapes of necromancers.
Skyrim, while some of them may seem inoffensive,
others are deadly in combat even for seasoned
adventurers, and may require and entire party to take Bear Cub
down. Small Beast, Unaligned
Armor Class 10
Hit Points 3 (1d4 + 1)
BEAR CUB Speed 20 ft., burrow 5 ft.
A young and carefree bear, they are often caught
during this stage of their lives to be used as pets, be it STR AGI END INT WIL PER
for purposes of entertainment or for use in battle. 4 (–3) 11 (+0) 12 (+1) 2 (–4) 12 (+1) 5 (–3)

Senses darkvision 30 ft., passive Perception 11


BONE HAWK Languages —
Challenge 0 (0 or 10 XP) Proficiency Bonus +2
The bone hawk is often seen orbiting locations heavily
tainted by evil magic, such as necromancers’ towers,
Keen Smell. The bear has advantage on Wisdom
vampires’ lairs, or ancient tombs.
(Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Bone Wolf target. Hit: 1 piercing damage.
Medium Undead, Unaligned
Armor Class 14 (natural armor) Bone Hawk
Hit Points 11 (2d8 + 2) Tiny Undead, Unaligned
Speed 40 ft.
Armor Class 12
Hit Points 4 (1d6 + 1)
STR AGI END INT WIL PER
Speed 10 ft., fly 60 ft.
12 (+1) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2)

STR AGI END INT WIL PER


Skills Perception +3, Stealth +4 6 (–2) 14 (+2) 12 (+1) 2 (–4) 14 (+2) 6 (–2)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Skills Perception +4
Condition Immunities exhaustion, poisoned
Damage Vulnerabilities bludgeoning
Senses darkvision 60 ft., passive Perception 13
Damage Immunities poison
Languages —
Condition Immunities exhaustion, poisoned
Challenge 1/2 (100 XP) Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages —
Keen Hearing and Smell. The bone wolf has advantage on
Challenge 1/4 (50 XP) Proficiency Bonus +2
Willpower (Perception) checks that rely on hearing or
smell.
Dive Attack. If the bone hawk is flying and dives at least
Pack Tactics. The bone wolf has advantage on an attack 30 feet straight toward a target and then hits it with an
roll against a creature if at least one of the bone wolf’s attack, the attack deals an extra 3 (1d6) damage to the
allies are within 5 feet of the creature and the ally isn’t target.
incapacitated.
Flyby. The bone hawk doesn’t provoke opportunity
Actions attacks when it flies out of an enemies reach.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Keen Sight. The bone hawk has advantage on Willpower
target. Hit: 7 (2d4 + 2) piercing damage. If the target is a (Perception) checks that rely on sight.
creature, it must succeed on a DC 11 Endurance saving
Actions
throw or be paralyzed until the start of its next turn. A
creature reduced to 0 hit points by this attack dies and Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one
rises as a zombie in 1d4 rounds. target. Hit: 4 (1d4 + 2) slashing damage.

124 S H A D O W S OV E R S K Y R I M
CHUB LOON Chub Loon
A common sight along Tamriel's northern shores, the Small Beast, Unaligned
loon is a bird-like creature that lacks the ability to fly. Armor Class 11
It spends its time hunting for small fish and avoiding Hit Points 4 (1d6 + 1)
predators such as wolves and saber cats. The chub Speed 20 ft., swim 40 ft.
loon toddles along the ground awkwardly and
unsteadily, but is known for its graceful swimming. It STR AGI END INT WIL PER
is incredibly delicious when used in cooking recipes 6 (–2) 12 (+1) 12 (+1) 2 (–4) 10 (+0) 4 (–3)
that utilize moon-sugar glaze and citrus.
Occasionally, one may encounter a rarer type of chub Senses darkvision 60 ft., passive Perception 10
loon that hails from the continent of Atmora, distinctly Languages —
marked by it’s white feathers, and strikingly colored Challenge 0 (0 or 10 XP) Proficiency Bonus +2
blue palmates and beak.
Hold Breath. The chub loon can hold its breath for 20
minutes.
DIRE WOLF Actions
Much larger than their brethren, dire wolves can be Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one
found nearly anywhere in Tamriel. They often appear in target. Hit: 3 (1d4 + 1) piercing damage.
packs, and their aggressiveness can be incessant. The
Skaal have a deep appreciation for the wolf’s speed,
agility, and effectiveness at hunting, and thus they are Dire Wolf
seen as one of the most blessed creations of the All- Large Beast, Unaligned
Maker. Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Elk Speed 50 ft.
Large Beast, Unaligned
Armor Class 10 STR AGI END INT WIL PER
Hit Points 13 (2d10 + 2) 17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 7 (–2)
Speed 50 ft.
Skills Perception +3, Stealth +4
STR AGI END INT WIL PER Senses passive Perception 13
16 (+3) 10 (+0) 12 (+1) 2 (–4) 10 (+0) 6 (–2) Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Senses passive Perception 10
Languages — Keen Hearing and Smell. The wolf has advantage on
Challenge 1/4 (50 XP) Proficiency Bonus +2 Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll


Charge. If the elk moves at least 20 feet straight toward a
against a creature if at least one of the wolf's allies is
target and then hits it with a ram attack on the same
within 5 feet of the creature and the ally isn't
turn, the target takes an extra 7 (2d6) damage. If the
incapacitated.
target is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone. Actions
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the target is a
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature, it must succeed on a DC 13 Strength saving
target. Hit: 6 (1d6 + 3) bludgeoning damage.
throw or be knocked prone.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. ELK
Often found wandering all around Skyrim, especially
the areas around Wrothgar, the elks have been a
reliable food source even for the earliest settlers of
Skyrim. Not excelling in combat, these creatures often
prefer to flee than to fight back.

CHAPTER 4: FRIENDS & FOES 125


FROSTBITE SPIDER HORKER
Frostbite spiders are notorious for their size and for Often found bathing or relaxing in the proximity of the
their venom that is capable of freezing bodily fluids in cold waters of the northern areas of Skyrim, especially
place. A single bite from a frostbite spider can prove around Solstheim. Horkers are large, smooth-skinned,
fatal without ample preparation or expedient care, as it tusked creatures that can be easily outrun on land, but
slows and eventually paralyzes potential prey. can still pose a threat if encountered underwater.

GREAT BEAR
Bears are ferocious creatures, undoubtedly, but even a Frostbite Spider
typical black bear will flee from a Great Bear. Capable Medium Beast, Unaligned
of standing to heights of nearly ten feet, it is no Armor Class 14 (natural armor)
wonder the Nordic people have traditionally revered Hit Points 33 (6d8 + 6)
such creatures for their strength and endurance, even Speed 30 ft., climb 30 ft.
attributing the bear totem to Tsun, a Shieldthane of
the deity Shor.
STR AGI END INT WIL PER
14 (+2) 16 (+3) 12 (+1) 2 (–4) 11 (+0) 4 (–3)

Skills Stealth +7
Great Bear Senses blindsight 10 ft., darkvision 60 ft., passive
Huge Beast, Unaligned Perception 10
Languages —
Armor Class 14 (natural armor)
Challenge 2 (450 XP) Proficiency Bonus +2
Hit Points 63 (6d12 + 24)
Speed 40 ft., swim 30 ft.
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
STR AGI END INT WIL PER
make an ability check.
22 (+6) 10 (+0) 18 (+4) 2 (–4) 13 (+1) 7 (–2)
Web Sense. While in contact with a web, the spider knows
Skills Perception +3 the exact location of any other creature in contact with
Senses darkvision 60 ft., passive Perception 13 the same web.
Languages —
Web Walker. The spider ignores movement restrictions
Challenge 3 (700 XP) Proficiency Bonus +2
caused by webbing.
Keen Smell. The bear has advantage on Willpower Actions
(Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions creature. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 9
Multiattack. The bear makes two attacks: one with its
(2d8) poison damage on a failed save, or half as much
bite and one with its claws.
damage on a successful one. If the poison damage
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one reduces the target to 0 hit points, the target is stable but
target. Hit: 15 (2d8 + 6) piercing damage. poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) slashing damage. Frostbite Venom. Ranged Weapon Attack: +5 to hit, range
60 ft., one target. Hit: 9 (2d8) poison damage, and the
target's speed is reduced by 10 ft. until the end of the
spider's next turn.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit,


range 30/60 ft., one creature. Hit: The target is restrained
by webbing. As an action, the restrained target can make
a DC 12 Strength check, bursting the webbing on a
success. The webbing can also be attacked and destroyed
(AC 10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).

126 S H A D O W S OV E R S K Y R I M
HUSKY RABBIT
A type of dog native to the region, they resemble their Fairly common animals in the region, rabbit serve
lupine cousins fairly closely in body structure, as the mostly as prey for the larger animals in the forests.
harsh climate forces them to have a thicker fur, and Their first instinct is to run away from any sort of
more efficient mechanisms for hunting. However, they danger.
tend to be much more docile due to human
conditioning.
Husky
Medium Beast, Unaligned
MAMMOTH
Armor Class 12
Mammoths are large, furry creatures, usually herded
Hit Points 5 (1d8 + 1)
by Giants. They are often hunted for their meat and
Speed 40 ft.
tusks, which are made of precious ivory. One should
not take these mighty beasts or their Giant shepherds
STR AGI END INT WIL PER
lightly, as they are very formidable foes if driven to
13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2)
battle.
Skills Perception +3
Senses passive Perception 13
Horker Languages —
Large Beast, Unaligned
Challenge 1/8 (25 XP) Proficiency Bonus +2
Armor Class 10
Hit Points 22 (3d10 + 6) Keen Hearing and Smell. The husky has advantage on
Speed 15 ft., swim 40 ft. Wisdom (Perception) checks that rely on hearing or smell.

STR AGI END INT WIL PER


Actions
15 (+3) 8 (–1) 14 (+2) 3 (–4) 11 (+0) 4 (–3) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target is a
Senses passive Perception 10 creature, it must succeed on a DC 11 Strength saving
Languages — throw or be knocked prone.
Challenge 1/4 (50 XP) Proficiency Bonus +2

Hold Breath. The horker can hold its breath for 10 minutes. Mammoth
Huge Beast, Unaligned
Actions
Armor Class 13 (natural armor)
Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 126 (11d12 + 55)
target. Hit: 7 (2d4 + 2) piercing damage. Speed 40 ft.

STR AGI END INT WIL PER


24 (+7) 9 (–1) 21 (+5) 3 (–4) 11 (+0) 6 (–2)
Rabbit
Tiny Beast, Unaligned Senses passive Perception 10
Armor Class 13 Languages —
Hit Points 1 (1d4 - 1) Challenge 6 (2,300 XP) Proficiency Bonus +3
Speed 20 ft., burrow 5 ft.
Trampling Charge. If the mammoth moves at least 20 feet
STR AGI END INT WIL PER straight toward a creature and then hits it with a gore
1 (–5) 17 (+3) 9 (–1) 2 (–4) 11 (+0) 4 (–3) attack on the same turn, that target must succeed on a
DC 18 Strength saving throw or be knocked prone. If the
Skills Perception +2, Stealth +5 target is prone, the mammoth can make one stomp
Senses passive Perception 12 attack against it as a bonus action.
Languages —
Actions
Challenge 0 (0 or 10 XP) Proficiency Bonus +2
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Escape. The rabbit can take the Dash, Disengage, or Hide target. Hit: 25 (4d8 + 7) piercing damage.
action as a bonus action on each of its turns.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

CHAPTER 4: FRIENDS & FOES 127


SABRE CAT Sabre Cat
Sabre cats are terrifying apex predators that stalk the Large Beast, Unaligned
wilds of Skyrim. Sporting two long, razor sharp fangs, Armor Class 12
they tear into whatever prey they come across, Hit Points 52 (7d10 + 14)
including travelers. Speed 40 ft.

STR AGI END INT WIL PER


SHELLBUG 18 (+4) 14 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1)
These large insects are docile creatures, known for
their sturdy natural armor and slow movement. Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages —
TUSKED BRISTLEBACK Challenge 2 (450 XP) Proficiency Bonus +2

One of the definitive fauna of Solstheim, these large


Keen Smell. The sabre cat has advantage on Willpower
boars sport sharped tusks that make them deadly in
(Perception) checks that rely on smell.
combat. The Rieklings have learned how to tame them,
and even have the ability train them in mounted Pounce. If the sabre cat moves at least 20 feet straight
combat, allowing them greater mobility when facing toward a creature and then hits it with a claw attack on
enemies. It is said that slaying a bristleback when both the same turn, that target must succeed on a DC 14
moons are full can curse the slayer with bad luck for Strength saving throw or be knocked prone. If the target
an entire year. is prone, the sabre cat can make one bite attack against it
as a bonus action.
Shellbug Actions
Large Beast, Unaligned
Armor Class 24 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit Points 7 (1d10 + 2) target. Hit: 9 (1d10 + 4) piercing damage.
Speed 5 ft. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
STR AGI END INT WIL PER
13 (+1) 1 (–5) 15 (+2) 1 (–5) 3 (–4) 1 (–5)

Senses passive Perception 6


Tusked Bristleback
Medium Beast, Unaligned
Languages —
Armor Class 11 (natural armor)
Challenge 2 (450 XP) Proficiency Bonus +2
Hit Points 11 (2d8 + 2)
Speed 40 ft..
Defensive Wall. Any creature standing within 5 ft. of the
shellbug has the benefits of half cover. STR AGI END INT WIL PER
Nigh Impenetrable. The shellbug automatically succeeds 13 (+1) 11 (+0) 12 (+1) 2 (–4) 9 (–1) 5 (–3)
on any saving throws against spells or effects that would
do damage to it. Any creature that tries to hit the Senses passive Perception 9
shellbug with an attack roll does so at disadvantage, Languages —
unless they are using a melee weapon that deals piercing Challenge 1/4 (50 XP) Proficiency Bonus +2
damage.
Charge. If the bristleback moves at least 20 feet straight
Actions toward a target and then hits it with a tusk attack on the
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one same turn, the target takes an extra 3 (1d6) slashing
target. Hit: 3 (1d4 + 1) piercing damage. damage. If the target is a creature, it must succeed on a
DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the


bristleback takes 7 damage or less that would reduce it to
0 hit points, it is reduced to 1 hit point instead.

Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.

128 S H A D O W S OV E R S K Y R I M
SNOW WHALE
The snow whales of Skyrim are a seldom seen species
of flying whales thought to live among the tallest
peaks where clouds often obscure them from view. As
they swim through the air, they are capable of
releasing a snowy powder from their blowholes, which
can cause a distinct and uncharacteristic euphoria in
those exposed. Nordic tradition dictates that only
applications of a specially-made horseradish can
reverse the effects, and Nord warriors have been
known to spread this root paste on their shields, which
they bite upon exposure to the whales’ “Joy-Snow.” SNOW WOLF
Whether this is a reliable technique is not known. Snow wolves, seen most often in the tundras of
Skyrim, snow wolves possess all the features of their
Snow Whale more common brown and grey cousins, however their
Gargantuan Beast, Unaligned coats are white as hoarfrost and their bites carry the
Armor Class 15 (natural armor) chill of the North.
Hit Points 162 (12d20 + 36)
Speed 0 ft., fly 30 ft., swim 60 ft. Snow Wolf
Medium Beast, Unaligned
STR AGI END INT WIL PER
Armor Class 14 (natural armor)
19 (+4) 8 (–1) 17 (+3) 3 (–4) 12 (+1) 7 (–2)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
Skills Perception +4
Damage Resistances cold
STR AGI END INT WIL PER
Senses blindsight 120 ft., passive Perception 14
18 (+4) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 7 (–2)
Languages —
Challenge 8 (3,900 XP) Proficiency Bonus +3
Skills Perception +3, Stealth +4
Damage Resistances cold
Echolocation. The whale can't use its blindsight while
Senses passive Perception 13
deafened.
Languages —
Hold Breath. The whale can hold its breath for 30 minutes Challenge 3 (700 XP) Proficiency Bonus +2

Keen Hearing. The whale has advantage on Willpower


Keen Hearing and Smell. The wolf has advantage on
(Perception) checks that rely on hearing.
Willpower (Perception) checks that rely on hearing or
Actions smell.

Multiattack. The whale makes two Body Slam attacks. Pack Tactics. The wolf has advantage on an attack roll
against a creature if at least one of the wolf's allies is
Body Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
within 5 ft. of the creature and the ally isn't incapacitated.
target. Hit: 21 (5d6 + 4) bludgeoning damage.
Snow Camouflage. The wolf has advantage on Agility
Joy-Snow (Recharge 6). The whale launches a white mist
(Stealth) checks made to hide in snowy terrain.
from it's blowhole, covering a 60 ft. radius around it with
joyful substance. The joy-snow stays for a minute or until Actions
a wind of moderate or greater speed (at least 10 miles per
Freezing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
hour) disperses it. Any creature that starts its turn inside
one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6)
of it must succeed a DC 16 Endurance saving throw or
cold damage. If the target is a creature, it must succeed
become jolly and harmless, a creature affected by the joy-
on a DC 13 Endurance saving throw or have their speed
snow is unable to harm any creature, as if charmed by
halved until the end of their next turn.
them. Creatures are affected even if they hold their
breath or don't need to breathe. The creature is immune Frostbite (Recharge 5–6). The wolf uses its Freezing Bite,
to being frightened and forgets any hostile intention for on a hit it deal an additional 7 (2d6) cold damage and the
the duration of the effect. A creature can repeat the target must succeed a DC 14 Endurance saving throw or
saving throw at the end of each of its turns while outside be chilled for a minute, instead of having their speed
of the mist, ending the effect on itself on a success. Snow halved. If the target rolls a 1 on their saving throw they
whales are immune to this effect. instead are frozen.

CHAPTER 4: FRIENDS & FOES 129


VALE SABER CAT
In the hidden places of Skyrim, deep underground or in
locales lost to time, Vale saber cats featuring strange
bioluminescent markings make their home. Similar to the
saber cats that roam the wilds of Skyrim, Cyrodiil, and other
northern areas, these predators bear two long fangs upwards
of six inches in length, and the size and strength to be deadly
for the unprepared.

Vale Sabre Cat


Large Beast, Unaligned
Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40 ft.
VALE DEER
Found in the expanses of the fabled Blackreach or the
STR AGI END INT WIL PER mysterious Forgotten Vale, Vale deer are skittish
18 (+4) 14 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1) creatures bearing strange bioluminescent markings
upon their hides. They are wary and frightful, and react
Skills Perception +3, Stealth +6 quickly to danger, typically to avoid becoming the prey
Senses darkvision 60 ft., passive Perception 13 of a prowling Vale saber cat.
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2 Vale Deer
Medium Beast, Unaligned
Bioluminescence. The sabre cat sheds dim light in a 5-foot
Armor Class 13
radius.
Hit Points 4 (1d8)
Keen Smell. The sabre cat has advantage on Willpower Speed 50 ft.
(Perception) checks that rely on smell.

Pounce. If the sabre cat moves at least 20 feet straight STR AGI END INT WIL PER
11 (+1) 16 (+3) 11 (+0) 2 (–4) 14 (+2) 5 (–3)
toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 14
Senses darkvision 60 ft., passive Perception 13
Strength saving throw or be knocked prone. If the target
Languages —
is prone, the sabre cat can make one bite attack against it
Challenge 0 (0 or 10 XP) Proficiency Bonus +2
as a bonus action.

Vale Camouflage. The sabre cat has advantage on Agility Bioluminescence. The deer sheds dim light in a 5-foot
(Stealth) check made to hide in vale terrain. radius.
Actions Vale Camouflage. The deer has advantage on Agility
(Stealth) check made to hide in vale terrain.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage. Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage. target. Hit: 2 (1d4) bludgeoning damage.

130 S H A D O W S OV E R S K Y R I M
VENOMSPIT SPIDER
These small arachnids occupy many nooks and
crannies of Tamriel, often lying in wait for prey to
ensnare, poison, and devour.

Venomspit Spider
Small Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft., climb 30 ft.

STR AGI END INT WIL PER


14 (+2) 16 (+3) 12 (+1) 2 (–4) 11 (+0) 4 (–3)

Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2

Spider Climb. The spider can climb difficult surfaces,


including upside down on ceilings, without needing to
make an ability check.

Web Sense. While in contact with a web, the spider knows


the exact location of any other creature in contact with
the same web.

Web Walker. The spider ignores movement restrictions


caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must
make a DC 11 Constitution saving throw, taking 13 (3d8)
poison damage on a failed save, or half as much damage
on a successful one. If the poison damage reduces the
target to 0 hit points, the target is stable but poisoned for
1 hour, even after regaining hit points, and is paralyzed
while poisoned in this way.

Venom. Ranged Weapon Attack: +5 to hit, range 90 ft., one


target. Hit: 13 (3d8) poison damage.

CHAPTER 4: FRIENDS & FOES 131


NON-PLAYER
CHARACTERS
The lands of Skyrim are not only populated by wild
creatures and monstrosities, were it not for the many
characters of diverse backgrounds that are present in
the province, the northern region would have no
semblance of civilization. These NPCs represent the
bulk of humanoids that adventurers are likely to
encounter in their travels.

ALCHEMIST
Alchemists are known to use natural ingredients to
produce unnatural effects in the form of potions,
poultices, or poisons. These effects often have practical
use in combat as explosions or noxious gas.

Alchemist
Medium Humanoid (Any Race), Any Alignment
Armor Class 13 (padded armor) Actions
Hit Points 38 (7d8 + 7)
Multiattack. The alchemist makes two attacks, only one
Speed 30 ft.
of which can be Experimental Vial.
STR AGI END INT WIL PER Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
11 (+1) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 10 (+0) ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Skills Arcana +5, Nature +5
Fire Bomb. Ranged Weapon Attack: +4 to hit, range 20/60
Senses passive Perception 11
ft., one target. Hit: 7 (2d6) fire damage.
Languages any one language (usually Tamrielic)
Challenge 2 (450 XP) Proficiency Bonus +3 Experimental Vial. The alchemist throws a vial of a
experimental potion to a creature within 30 ft, the effect
Experimental Elixir (3/Day). As a bonus action the is determine at random by rolling 1d4.
alchemist administers an elixir to itself or a willing
1. Acid. The target must succeed on a DC 13 Agility saving
creature within 5 ft. of it. The target drinks the elixir as
throw or take 14 (4d6) acid damage or half as much on
part of this action. The elixir's effect is determine at
a successful saving throw.
random by rolling 1d4. Reroll if the target is already
2. Restraining goo. The target must succeed on a DC 13
affected by the potion.
Agility saving throw or be restrained until the end of
1. healing. The target regains 2d4+2 hit points. the alchemist's next turn.
2. fortify armor. The target gains a ´+1 bonus to AC for 1 3. Thunderous blast. Every creature in a 10-foot radius
minute. around the target must succeed on a DC 13 Agility
3. fortify weapon. The target deals an additional d4 saving throw or take 7 (2d6) thunder damage, be
damage on one weapon damage roll in each turn for 1 pushed by 10 ft. and be deafened until the end of the
minute. alchemist's next turn. a creature that succeeds on the
4. transformation. The target's body is transformed as if saving throw takes half damage and isn't pushed or
by the alter self spell. The target determines the deafened.
transformation caused by the spell, the effects of which 4. Poison. The target must succeed on a DC 13 Endurance
last for 1 minute. saving throw or take 7 (2d6) poison damage and be
poisoned until the end of the alchemist's next turn or
half as much and not be poisoned on a successful
saving throw.

132 S H A D O W S OV E R S K Y R I M
College Acolyte
ALIK’R WARRIOR Medium Humanoid (Any Race), Any Alignment

These Redguard warriors are native to the Alik’r Desert Armor Class 12
in the north of Hammerfell. Toned and strengthened Hit Points 22 (5d8)
by the harsh environments they’re used to, Alik’r Speed 30 ft.
warriors are not to be trifled with.
STR AGI END INT WIL PER
9 (–1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
COLLEGE ACOLYTE
Saving Throws Int +5, Wil +3
Students of the College of Winterhold often have
Skills Arcana +5, History +5
experience in multiple schools of magic and
Senses passive Perception 11
occasionally travel to remote locations to further their
Languages Tamrielic and one other language
study. Valuable allies and concerning foes, an acolyte
Challenge 2 (450 XP) Proficiency Bonus +2
of the College, despite not being a fully realized mage,
is plenty capable of defending themselves.
Spellcasting. The acolyte is a 4th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). The acolyte has the following
mage spells prepared and has 17 magicka points:

Cantrips (at will): fire bolt, light, prestidigitation, ray of frost


1st level (2 magicka): burning hands, healing word, identify,
shield
2nd level (3 magicka): invisibility, levitate

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.

Alik’r Warrior
Medium Humanoid (Redguard), Typically Lawful Neutral
Armor Class 14/16 (studded leather, shield (defender only)) Second Wind (1/Short Rest). On the warrior's turn, they
Hit Points 98 (15d8 + 30) can use a bonus action to regain hit points equal to 1d10 +
Speed 30 ft. 10.

Actions
STR AGI END INT WIL PER
16 (+3) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Multiattack. The warrior makes two melee attacks or two
ranged attacks. If it has a dagger drawn, it can also make
Skills Athletics +6, Perception +4, Religion +3 a dagger attack.
Senses passive Perception 14
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Common and Yoku
target. Hit: 6 (1d6 + 3) slashing damage.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or
Adrenaline Rush (1/Long Rest). When the warrior uses this range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
trait, its combat awareness increases for the next minute.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
The warrior gains a +10 bonus to its initiative, its speed is
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
increased by 10 feet, and it can add a d4 to all of its attack
and damage rolls. Additionally, at the start of combat, Reactions
when the warrior rolls initiative, it can use its reaction to
Adrenaline Rush (1/Long Rest). When the warrior rolls
immediately use this trait.
initiative, it can use its reaction to immediately use its
Adrenaline Rush trait.
Martial Role. The warrior has one of the following traits
of your choice: Protection (Defender Only). The warrior imposes
disadvantage on the attack roll of a creature within 5 feet
Archer. The warrior gains a +2 bonus to ranged attack
of it whose target isn’t the warrior. The warrior must be
rolls (included in the attack).
able to see the attacker.
Defender. The warrior gains the Protection reaction
below, and uses a shield.

CHAPTER 4: FRIENDS & FOES 133


COMPANION CIRCLE INITIATE clout, few are aware of the fact that many
Companions are werewolves, and it is whispered in
If not found in the mead hall Jorrvaskr in Whiterun, dark corners in the late hours of night that it is a rite
the Companions can be found out in the wilds of of passage for Companions to be infected with
Skyrim, toppling bandit camps or defending lycanthropy.
homesteads from wayward giants. Thought of as a
parallel to the Imperial Fighters’ Guild, The
Companions lend their services for glory and renown
for their order. Even with their clear camaraderie and

Companion Circle Initiate


Medium Humanoid (Any Race, Shapeshifter), Any Non-Evil Alignment
Armor Class 16 (breastplate) in humanoid form, 16 damage. If the target is a humanoid, it must succeed on a
(natural armor) in lycanthrope form DC 14 Endurance saving throw or be cursed with
Hit Points 112 (15d8 + 45) werewolf lycanthropy.
Speed 30 ft. (40 ft. in lycanthrope form)
Claws (Lycanthrope Form Only). Melee Weapon Attack: +6
STR AGI END INT WIL PER to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing
17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0) damage.

Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6


Skills Perception +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
Senses passive Perception 17 damage, or 8 (1d10 + 3) slashing damage if used with two
Languages Tamrielic (can't speak in lycanthrope form) hands.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Totem of Hircine (Recharge 5–6) (Lycanthrope Form Only).
Shapechanger. The werewolf can use its action to The companion invokes one of the following totems of
polymorph into a wolf-humanoid lycanthrope or back Hircine by howling.
into its true form, which is humanoid. Its statistics, other Totem of Fear. The companion howls a terrifying growl.
than its AC and speed, are the same in each form. Any Each creature in a 30-foot cone must succeed on a 14
equipment it is wearing or carrying melds into its new Willpower saving throw or drop whatever it is holding
form, but is dropped within 5 feet of it if it dies.Keen and become frightened for a minute. While frightened
Hearing and Smell. The companion has advantage on by this effect, a creature must take the Dash action and
Willpower (Perception) checks that rely on hearing or move away from the companion by the safest available
smell. route on each of its turns, unless there is nowhere to
Martial Advantage (Humanoid Form Only). Once per turn, move. If the creature ends its turn in a location where
the companion can deal an extra 7 (2d6) damage to a it doesn't have line of sight to you, the creature can
creature it hits with a weapon attack if that creature is repeat the saving throw. If a creature's saving throw is
within 5 ft. of an ally of the companion that isn't successful or the effect ends for it, the creature is
incapacitated. immune to the companion's Totem of Fear for the next
24 hours.
Regeneration. The werewolf regains 10 hit points at the Totem of Brotherhood. The companion summons 1d4
start of its turn. If the werewolf takes damage from a dire wolves in a space within 30 ft., acting as allies to
silvered weapon or a spell, this trait doesn't function at the companion and obeying its spoken commands. The
the start of the werewolf’s next turn. The werewolf dies wolves remain for a minute, until the companion dies,
only if it starts its turn with 0 hit points and doesn't or until the companion dismisses them as a bonus action.
regenerate. Totem of the Hunt. The companion knows the location of
Actions any living creature within 30 ft. that aren't undead or
constructs for the next minute.
Multiattack. In humanoid form, the companion makes
three melee attacks. In lycanthrope form, the companion Reactions
makes three attacks: one with its bite and two with its Parry (Humanoid Form Only). The companion adds 2 to its
claws. AC against one melee attack that would hit it. To do so,
Bite (Lycanthrope Form Only). Melee Weapon Attack: +6 to the companion must see the attacker and be wielding a
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing melee weapon.

134 S H A D O W S OV E R S K Y R I M
DAWNGUARD HUNTER
These hunters tend to move either solitary or in pairs,
relying on their tracking and intuition to locate and
vanquish the foul bloodsucking terrors of the night. As
if their silvered weapons weren’t enough to get the job
done, their specialized exploding crossbow bolts
certainly tilt combat with vampires in the hunter’s
favor.

Dawnguard Hunter
Medium Humanoid (Any Race), Any Non-Evil Alignment
Armor Class 16 (breastplate) Ice Bolt. An explosive bolt of ice, which forces the target
Hit Points 112 (15d8 + 45) and all creatures within 10 ft. of it to make a DC 15
Speed 30 ft. Agility saving throw or take 7 (2d6) cold damage and
have their speed reduced by 10 feet.
STR AGI END INT WIL PER Shock Bolt. An explosive bolt of shock, which forces the
18 (+4) 17 (+3) 16 (+3) 10 (+0) 15 (+2) 13 (+1) target and all creatures within 10 ft. of it to make a DC
15 Agility saving throw or take 7 (2d6) lightning
Saving Throws End +6, Wil +5, Per +4 damage. If a creature fails the saving throw and casts a
Skills Investigation +3, Perception +5, Stealth +6, Survival +5 spell before the end of its next turn, it takes an
Senses passive Perception 15 additional 7 (2d6) lightning damage.
Languages Tamrielic
Silvered Weapons. The dawnguard's maul and crossbow
Challenge 6 (2,300 XP) Proficiency Bonus +3
bolts are silvered.

Crossbow Expert. The dawnguard's mastery of its Vampire Hunter. The dawnguard's weapon attacks deal an
weapons enables it to ignore the loading property of additional 7 (2d6) damage to vampires, and it has
crossbows, and it does not make ranged attack rolls advantage on saving throws made against innate spells
against creatures within 5 ft. of it at disadvantage. cast by vampires.

Explosive Bolts (1/day each). The dawnguard carries 3 Actions


magical crossbow bolts, and it can use one in place of a
Multiattack. The warrior makes two melee attacks or two
normal crossbow bolt when it makes an attack with its
Multiattack. The dawnguard makes three melee attacks
heavy crossbow. Whether or not the bolt hits, it creates
or two ranged attacks.
an additional effect that depends on what bolt is used:
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range
Fire Bolt. An explosive bolt of fire, which forces the target
100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
and all creatures within 10 ft. of it to make a DC 15
Agility saving throw or take 14 (4d6) fire damage. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.

CHAPTER 4: FRIENDS & FOES 135


DAWNGUARD SCOUT DRAGONBORN
Employed by the Dawnguard to monitor for the A rare occurrence, a Dragonborn is a man, mer, or
movements of vampires, the scouts use specialized beastfolk born with the soul and blood of a dragon.
Dawnguard crossbows to deliver silvered bolts into the Called Dovahkiin in the dragon language, Dovahzul,
mottled flesh of their enemies. When a vampire is they possess incredible power on their own. Upon
downed, a silvered battle axe is usually used to sever slaying a Dragon, a Dragonborn can consume its very
the beast’s head. Just to be sure. soul and take its power, using the soul to gain
understanding of the Dragon language and use the
Thu'um as the Dov do.

Dawnguard Scout It is said that Dragonborn are blessed by Akatosh


Medium Humanoid (Any Race), Any Non-Evil Alignment himself with their legendary power. The first
Dragonborn recorded was Miraak, a Dragon Priest with
Armor Class 15 (studded leather)
untold magic power. More famously, Tiber Septim was
Hit Points 65 (10d8 + 20)
a Dragonborn, who is part of the line of Dragonborn
Speed 30 ft.
Emperors. Alessia created this line when she made a
pact with Akatosh, blessing her bloodline with Dragon
STR AGI END INT WIL PER
blood and souls. In the 4th Era, the Last Dragonborn
16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 11 (+0)
came to Skyrim and did battle with many terrible foes,
including the vampire Lord Harkon, Miraak, and Alduin
Skills Insight +4, Perception +4, Stealth +5
himself.
Senses passive Perception 14
Languages Tamrielic Dragonborn are not all the same. Some are mighty
Challenge 2 (450 XP) Proficiency Bonus +2 warriors, others powerful mages, and others still
cunning tricksters. Whatever form a Dragonborn can
Crossbow Expert. The dawnguard's mastery of its be found in, one thing is for certain: They are among
weapons enables it to ignore the loading property of the most powerful mortals to walk Tamriel.
crossbows, and it does not make ranged attack rolls
against creatures within 5 ft. of it at disadvantage.

Silvered Weapons. The dawnguard's battleaxe and


crossbow bolts are silvered.

Vampire Hunter. The dawnguard's weapon attacks deal an


additional 3 (1d6) damage to vampires, and it has
advantage on saving throws made against innate spells
cast by vampires.

Actions
Multiattack. The dawnguard makes two battleaxe attacks
or two hand crossbow attacks. If it has both weapons
drawn, it can make two attacks with its battleaxe and
one with its hand crossbow.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range


30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

136 S H A D O W S OV E R S K Y R I M
Dragonborn
Medium Humanoid (Any Race), Any Alignment
Armor Class 19 (half plate, shield) frightened for 1 minute. A creature can repeat the saving
Hit Points 237 (25d8 + 125) throw at the end of each of its turns, ending the effect on
Speed 30 ft. itself on a success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
STR AGI END INT WIL PER dragonborn's Frightful Presence for the next 24 hours.
20 (+5) 18 (+4) 20 (+5) 18 (+4) 15 (+2) 16 (+3)
Dragon Shouts (Recharge 5–6). The dragonborn uses one of the
following dragon shouts.
Saving Throws Str +11, Agi +10, End +11
Skills Acrobatics +10, Arcana +10, Athletics +17, Intimidation Become Ethereal (Feim Zii Gron). The dragonborn speaks to
+15, Perception +8, Religion +10, Sleight of Hand +10, Stealth the void, changing its form. Until the end of its next turn,
+10 the dragonborn gains the effects as though it had cast the
Damage Resistances damage from dragon shouts etherealness spell and is immune to all damage except
Senses passive Perception 18 psychic.
Languages Dovahzul, Tamrielic, and one other language Fire Breath (Yol Toor Shul). The dragonborn exhales fire in a
Challenge 18 (20,000 XP) Proficiency Bonus +6 30-foot cone. Each creature in that cone must make a DC 19
Agility saving throw, taking 42 (12d6) fire damage on a failed
Draconic Resistance. The dragonborn has advantage on all save, or half as much on a successful one.
saving throws against dragon shouts. Unrelenting Force (Fus Ro Dah). The dragonborn exhales a
blast of force in a 30-foot cone. Each creature in that cone
Legendary Resistance (3/day). If the dragonborn fails a saving
must make a DC 19 Strength saving throw. On a failed save,
throw, it can choose to succeed instead.
a creature takes 28 (8d6) force damage, is knocked back 20
Magic Weapons. The dragonborn's weapon attacks are magical. feet and falls prone. On a successful save, the creature takes
takes half as much damage and isn’t knocked back.
Might of Akatosh. A weapon deals two extra dice of its damage
Whirlwind Sprint (Wuld Nah Kest). As a bonus action, the
when the dragonborn hits with it (included in the attack).
dragonborn causes the thu’um to rush it forward, carrying it
Spellcasting. The dragonborn is a 10th-level spellcaster. Its in its wake with the speed of a tempest. The dragonborn
spellcasting ability is Intelligence (spell save DC 18, +10 to hit moves up to its speed without expending any movement,
with spell attacks). The dragonborn has the following and any opportunity attacks made against it have
spellsword spells prepared and has 27 magicka points: disadvantage until the end of its turn.

Cantrips (at will): eldritch blast, minor illusion, prestidigitation, Reactions


true strike
Consume Dragon Soul. When a dragon within 60 ft. of the
1st level (2 magicka): charm person, cure wounds, heroism,
dragonborn dies or when the dragonborn ends its turn within
protection from evil and good, shield
60 ft. of a dragon that has been killed within the last hour, the
2nd level (3 magicka): branding smite, invisibility, scorching ray
dragonborn can consume the soul of the dragon. When it
3rd level (5 magicka): counterspell, remove curse
does so, its Dragon Shout ability is recharged instantly, and it
Warrior of the Dovah. When the dragonborn uses its action to regains 22 (5d8) hit points. A dragon that has had its soul
use a dragon shout, it can make one weapon attack as a consumed can only be restored to life via the wish spell.
bonus action.
Legendary Actions
Actions The dragonborn can take 3 legendary actions, choosing from
Multiattack. The dragonborn uses its frightful presence, and the options below. Only one legendary action option can be
then makes three weapon attacks. used at a time and only at the end of another creature's turn.
The dragonborn regains spent legendary actions at the start of
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
its turn.
one target. Hit: 17 (3d8 + 4) piercing damage.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one Attack. The dragonborn makes a weapon attack.
target. Hit: 18 (3d8 + 5) slashing damage, or 21 (3d10 + 5) Cast a Spell (Costs 1-3 actions). The dragonborn expends a
slashing damage if used with two hands. spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has
prepared. Doing so costs 1 legendary action per level of the
Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one spell.
target. Hit: 12 (3d4 + 5) bludgeoning damage, If the target is Recharge Thu'um (Costs 2 Actions). The dragonborn can
Large or smaller, it must succeed on a DC 19 Strength saving make a roll to recharge its Dragon Shouts action. On a
throw or be knocked prone. successful roll, the dragonborn can immediately use a
Frightful Presence. Each creature of the dragonborn's choice Dragon Shout action. The Dragon Shout can’t be the same as
that is within 30 feet of the dragonborn and aware of it must the previous shout used.
succeed on a DC 19 Willpower saving throw or become

CHAPTER 4: FRIENDS & FOES 137


GREYBEARD Jarl
Founded by Jurgen Windcaller, the Greybeards are an Medium Humanoid (Any Race), Any Non-Evil Alignment
ancient order of monks who reside in High Hrothgar, Armor Class 15 (breastplate)
atop the Throat of the World. There, they study the Hit Points 71 (11d8 + 22)
Thu'um. They believe "the Voice" is a gift from the Speed 30 ft.
goddess Kyne to be used not as one would use a sword
or sharpened rock, but as a way to better oneself and
STR AGI END INT WIL PER
understand the world. 16 (+3) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
The Greybeards believe in using the Voice to attain
enlightenment, rather than as a tool of war. This Saving Throws Str +5, End +4
doesn't mean that they teach pacifism, only that the Skills Insight +2, Intimidation +4, Persuasion +4
Voice can be used for more than just simple violence. Senses passive Perception 10
They believe that those who can wield the Voice should Languages Tamrielic, any one language
only use it for combat in times of true need. Challenge 3 (700 XP) Proficiency Bonus +2

Actions
JARL Multiattack. The jarl makes two melee attacks.
As the head of a large settlement, the Jarl’s job is
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
demanding, both physically and mentally. More often
target. Hit: 9 (1d12 + 3) slashing damage.
than naught, engaging in battle with a Jarl is
tantamount to engaging the entire town, as the Jarl Leadership (Recharges after a Short or Long Rest). For 1
commands great respect among their subjects. minute, the jarl can utter a special command or warning
whenever a nonhostile creature that it can see within 30
ft. of it makes an attack roll or a saving throw. The
creature can add a d4 to its roll provided it can hear and
PSIJIC MONK understand the jarl. A creature can benefit from only one
Monks of the Psijic Order are nearly thought of as Leadership die at a time. This effect ends if the jarl is
myth, so rarely do they venture outside of Artaeum. incapacitated.
Possessing esoteric magical knowledge, a Psijic uses
Reactions
the magic of time and space, paired with other rare
and seldom-known magical techniques. Parry. The jarl adds 2 to its AC against one melee attack
that would hit it. To do so, the jarl must see the attacker
and be wielding a melee weapon.
SKALD
“Skald” is a word that comes from old Nordic, and
refers to jolly music-makers performing in taverns, on
the road, or even in the heat of battle. They make use
of melody magic to aid their allies, inspire dread in
their foes, and line their pockets with gold.

138 S H A D O W S OV E R S K Y R I M
Greybeard
Medium Humanoid (Any Race), Typically Neutral

Armor Class 11 Fire Breath (Yol Toor Shul). The Greybeard exhales an
Hit Points 104 (11d8 + 55) inferno of fire in a 30-foot cone. Each creature in that cone
Speed 30 ft. must make a DC 17 Agility saving throw, taking 21 (6d6)
fire damage on a failed save, or half as much on a
STR AGI END INT WIL PER successful one.
9 (–1) 12 (+1) 20 (+5) 18 (+4) 19 (+4) 17 (+3) Frost Breath (Fo Krah Diin). The Greybeard exhales a breath
of winter in a 30-foot cone. Each creature in that cone
Saving Throws End +9, Int +8, Wil +8, Per +7 must make a DC 17 Agility saving throw, taking 18 (4d8)
Skills Arcana +8, History +8, Medicine +8, Nature +8, Religion cold damage on a failed save, or half as much on a
+8 successful one.
Senses passive Perception 14 Ice Form (Iiz Sien Nus). One creature of the Greybeard's
Languages Speaks Dovahzul and Tamrielic, but rarely does so choice that it can see within 90 feet of it must succeed on
Challenge 9 (5,000 XP) Proficiency Bonus +4 a DC 17 Endurance saving throw or take 18 (4d8) cold
damage and be encased in a shell of ice. The encased
Combined Voices. If the Greybeard is within 15 ft. of one or creature is immobilized and can't speak, hear, move, or
more other Greybeards, the saving throw DC for its dragon take any actions. The creature takes this damage again at
shouts, minor thu'um, and might of the voice is increased the start of its turn while encased. The creature restrained
by 2. by this spell must make another Endurance saving throw
at the end of each of their turns to try and break free. If it
Legendary Resistance (3/day). If the Greybeard fails a saving successfully saves against this effect three times, the
throw, it can choose to succeed instead. effect ends. If it fails its save three times, the frost hardens
Magic Resistance. The Greybeard has advantage on saving and the creature is subjected to the petrified condition.
throws against spells and other magical effects. The successes and failures don’t need to be consecutive;
keep track of both until the target collects three of a kind.
Actions While the effect is active, the frost shell has an AC of 10
Minor Thu'um. The Greybeard speaks a minor word of power and has 30 hit points. When the frost shell reaches 0 hit
at a creature it can see within 60 ft. of it. That creature must points, the shell breaks, ending the effect. A dispel magic
succeed a DC 17 Strength saving throw, or take 15 (6d4) spell can also end the effects.
force damage. Unrelenting Force (Fus Ro Dah). The Greybeard exhales a
blast of force in a 30-foot cone. Each creature in that cone
Might of the Voice (Recharges after a short or long rest). The must make a DC 17 Strength saving throw. On a failed
Greybeard unleashes the unbridled destructive power of save, a creature takes 14 (4d6) force damage, is knocked
their voice. Each creature within 30 ft. of the Greybeard, back 20 feet, and falls prone. On a successful save, the
except for other Greybeards, takes 21 (6d6) thunder damage creature takes half as much damage, isn’t knocked back,
and must make a DC 17 Endurance saving throw. On a failed and isn't knocked prone.
save, a creature suffers an effect based on its current hit Whirlwind Sprint (Wuld Nah Kest). As a bonus action, the
points: Greybeard causes the thu’um to rush it forward, carrying
50 hit points or fewer: deafened and vulnerable to force it in its wake with the speed of a tempest. The Greybeard
damage for 1 minute. moves up to its speed without expending any movement,
40 hit points or fewer: blinded, deafened, and vulnerable to and any opportunity attacks made against it have
force damage for 10 minutes. disadvantage until the end of its turn.
30 hit points or fewer: blinded, deafened, stunned, and Legendary Actions
vulnerable to force damage for 1 hour.
20 hit points or fewer: killed instantly. The Greybeard can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
Dragon Shout (Recharge 5–6). The Greybeard uses one of the used at a time and only at the end of another creature's
following dragon shouts. turn. The Greybeard regains spent legendary actions at the
Disarm (Zun Hal Viik). One creature of the Greybeard's start of its turn.
choice that it can see within 30 feet of it must make a DC Minor Thu'um. The Greybeard uses minor thu'um.
17 Strength saving throw. On a failed save, the creature is Thu'um Meditation. The Greybeard rolls to recharge dragon
unable to keep a grip on any object it is holding in its shout.
hands and the object is thrown back 15 feet. On a Word of Power (Costs 2 actions). The Greybeard utters a
successful save, the creature continues to hold on to the stunning word. Each creature of the Greybeard's choice
objects in their hands, but they have disadvantage on any within 10 feet of it that can hear the magical utterance
rolls made using the object, such as weapon attacks, until must succeed on a DC 17 Endurance saving throw or be
the end of their next turn stunned until the end of the Greybeard's next turn.

CHAPTER 4: FRIENDS & FOES 139


Psijic Monk
Medium Humanoid (Altmer), Typically Neutral Good
Armor Class 16 (natural armor) saving throw, or an ability check, the monk can roll a d20
Hit Points 83 (15d8 + 15) and choose to use this roll in place of the attack roll,
Speed 30 ft. saving throw or ability check.

Actions
STR AGI END INT WIL PER
10 (+3) 15 (+2) 13 (+1) 19 (+4) 18 (+4) 12 (+1) Multiattack. The monk uses eldritch blast three times..

Eldritch Blast (Cantrip). Ranged Spell Attack: +8 to hit,


Saving Throws Int +8, Wil +8, Per +5
range 120 ft., One creature. Hit: 9 (1d10 + 4) force damage.
Skills Arcana +8, History +8, Investigation +8, Religion +8
Senses darkvision 60 ft., passive Perception 18 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages Aldmeris, Daedric, Tamrielic One target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8)
Challenge 10 (5,900 XP) Proficiency Bonus +4 bludgeoning damage if used with two hands.

Mind Blast (Recharge 5–6). The monk magically emits


Innate Spellcasting (Psionics). The monk’s innate
psychic energy in a 60-foot cone. Each creature of the
spellcasting ability is Willpower (spell save DC 16, +8 to
monk’s choosing in that area must succeed on a DC 16
hit with spell attacks). It can innately cast the following
Intelligence saving throw or take 31 (6d8 + 4) psychic
spells, requiring no components:
damage and be stunned for 1 minute. A creature can
Cantrips (At will): eldritch blast, mage hand repeat the saving throw at the end of each of its turns,
3/day each: blur, detect magic, detect thoughts, see ending the effect on itself on a success.
invisibility, scrying, sending, shield, thunderwave
Warp Reality (3/Day). As a bonus action on their turn, the
1/day each: plane shift, teleport, slow, time stop
monk can warp reality, undoing damage dealt to
Limited Telepathy. The monk can magically transmit themselves or another creature that they can see within
simple messages and images to any creature within 120 20 feet of them. The targeted creature regains 10 hit points.
feet of it that can understand a language. This form of
Reactions
telepathy doesn’t allow the receiving creature to
telepathically respond. Shield (3/Day). An invisible barrier of magical force
appears and protects the monk. Until the start of their
Mystic Defense. While the monk is wearing no armor and
next turn, the monk has a +5 bonus to its AC, including
wielding no shield, its AC includes its Willpower modifier.
against the triggering attack, and they take no damage
Portent (Recharges after a Short or Long rest). When the from magic missile.
monk or a creature it can see makes an attack roll, a

Skald
Medium Humanoid (Any Race), Any Alignment
Armor Class 14 (chain shirt) hit with spell attacks). The skald has the following bard
Hit Points 55 (10d8 + 10) spells prepared and has 32 magicka points:
Speed 30 ft.
Cantrips (at will): message, prestidigitation, vicious mockery
1st level (2 magicka): bane, healing word, heroism,
STR AGI END INT WIL PER
thunderwave
15 (+2) 13 (+1) 12 (+1) 13 (+1) 11 (+0) 16 (+3)
2nd level (3 magicka): enhance ability, heat metal, shatter
3rd level (5 magicka): bestow curse, speak with dead
Saving Throws Str +4, Per +5
Skills Athletics +4, History +3, Performance +5, Religion +3 Taunt (2/day). The skald can use a bonus action on its
Senses passive Perception 10 turn to target one creature within 30 feet of it. If the
Languages any 4 languages target can hear the skald, the target must succeed on a
Challenge 2 (450 XP) Proficiency Bonus +2 DC 13 Personality saving throw or have disadvantage on
ability checks, attack rolls, and saving throws until the
Horn of Battle (2/day). The skald uses a bonus action to start of the skald's next turn.
blow a horn. One creature the skald can see adds 1d4 to
Actions
its damage rolls until the end of the skald's next turn
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Spellcasting. The skald is a 6th-level spellcaster. Its
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
spellcasting ability is Personality (spell save DC 13, +5 to
slashing damage if used with two hands.

140 S H A D O W S OV E R S K Y R I M
STORMCLOAK SNOW-HAMMER
These Stormcloak soldiers are wild and formidable
fighters, happily throwing themselves at their enemies,
both in an attempt to break their lines and their
resolve. Armed to the teeth with greathammers,
handaxes, a Snow-Hammer finds the frenzy of combat
exhilarating.

Stormcloak Snow-Hammer
Medium Humanoid (Nord), Any Alignment
Armor Class 14 lasts for 1 minute. It ends early if the snow-hammer is
Hit Points 58 (9d8 + 18) knocked unconscious or if its turn ends and he hasn't
Speed 30 ft. attacked a hostile creature or taken damage since its last
turn.
STR AGI END INT WIL PER
Unarmored Defense. While the snow-hammer is wearing
17 (+3) 14 (+2) 15 (+2) 9 (–1) 11 (+0) 10 (+0)
no armor and wielding no shield, its AC includes its
Endurance modifier.
Skills Athletics +5, Intimidation +2
Damage Resistances cold Actions
Senses passive Perception 10
Multiattack. The snow-hammer makes two warhammer
Languages Nordic, Tamrielic
attacks. If it has a handaxe drawn, it can also make a
Challenge 4 (1,10 XP) Proficiency Bonus +2
handaxe attack.

Aggressive. As a bonus action, the snow-hammer can Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,
move up to its speed toward a hostile creature that it can one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10
see. + 3) bludgeoning damage if used with two hands.

Brave. The snow-hammer has advantage on saving Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach
throws against being frightened. 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Reckless. At the start of its turn, the snow-hammer can
gain advantage on all Melee Weapon Attack rolls it makes Battlecry. The snow-hammer targets one creature it can
during that turn, but attack rolls against it have see within 60 feet of it. If the target can hear the snow-
advantage until the start of its next turn. hammer, the target must succeed on a DC 13 Willpower
saving throw or be frightened until the end of the snow-
Rage (1/Day). As a bonus action, the snow-hammer can
hammer's next turn. If a creature's saving throw is
enter a primal rage, gaining advantage on Strength
successful the creature is immune to the snow-hammer's
checks and saving throws, a +2 bonus to the damage rolls
Battlecry for the next 24 hours.
of his weapon attacks and resistance to bludgeoning,
piercing and slashing damage. The snow-hammer's rage

CHAPTER 4: FRIENDS & FOES 141


STORMCLOAK STORMBLADE
Stormcloak Stormblades, often more decorated
soldiers, possess a steely resolve in the face of combat,
often using their frenzied fervor to inspire their allies.

Stormcloak Stormblade
Medium Humanoid (Nord), Any Alignment
Armor Class 16 (breastplate) and slashing damage. The stormblade's rage lasts for 1
Hit Points 97 (13d8 + 39) minute. It ends early if the stormblade is knocked
Speed 30 ft. unconscious or if its turn ends and he hasn't attacked a
hostile creature or taken damage since its last turn.
STR AGI END INT WIL PER
18 (+4) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)
Actions
Multiattack. The stormblade makes two melee attacks, it
Saving Throws Str +7, Agi +5, End +6 then uses Battlecry.
Skills Athletics +7, Intimidation +5
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Damage Resistances cold
one target. Hit: 11 (2d6 + 4) slashing damage.
Senses passive Perception 10
Languages Nordic, Tamrielic Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5
Challenge 6 (2,300 XP) Proficiency Bonus +3 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Battlecry. The stormblade targets one creature it can see


Aggressive. As a bonus action, the stormblade can move
within 60 feet of it. If the target can hear the stormblade,
up to its speed toward a hostile creature that it can see.
the target must succeed on a DC 15 Willpower saving
Brave. The stormblade has advantage on saving throws throw or be frightened until the end of the stormblade's
against being frightened. next turn. If a creature's saving throw is successful the
creature is immune to the stormblade's Battlecry for the
Tackle. If the stormblade moves at least 30 ft. straight
next 24 hours.
toward a target and then hits it with a greatsword attack
on the same turn, the target takes an extra 7 (2d6) For Skyrim (1/Day). Each creature of the stormblade's
slashing damage. If the target is a creature, it must choice that is within 30 feet of it, can hear it, and not
succeed on a DC 15 Strength saving throw or be knocked already affected by this effect can use its reaction to
prone. If the target is prone, the stormblade can make move up to half their movement speed and do one
two unarmed strike attack against it as a bonus action. weapon attack, additionally they gain advantage on
attack rolls until the start of the stormblade's next turn.
Rage (1/Day). As a bonus action, the stormblade can enter
The stormblade can then make one attack as a bonus
a primal rage, gaining advantage on Strength checks and
action.
saving throws, a +2 bonus to the damage rolls of his
weapon attacks and resistance to bludgeoning, piercing

142 S H A D O W S OV E R S K Y R I M
Thalmor Agent THALMOR AGENT
Medium Humanoid (Altmer), Typically Lawful Evil More subtle than their other Thalmor allies, the agents
Armor Class 13 of the Thalmor are capable of uncanny feats of
Hit Points 33 (6d8 + 6) ingenuity, diplomacy, and stealth, manipulating their
Speed 30 ft. way into advantageous positions over their enemies or
the subjects of their inquisition.
STR AGI END INT WIL PER
10 (+0) 16 (+3) 12 (+1) 15 (+2) 14 (+2) 16 (+3)
THALMOR JUSTICIAR
Skills Deception +5, Insight +4, Investigation +6, Compared to their underlings, Thalmor Justiciars are
Perception +6, Persuasion +5, Stealth +5 frightening to behold in their calm, cold demeanor and
Senses passive Perception 16 the imperious respect they command from other
Languages Altmeris, Tamrielic, and one other language members of the Aldmeri Dominion. Skilled spellcasters
Challenge 3 (700 XP) Proficiency Bonus +2 and combatants, they tend to summon Daedra to fight
for them while they strike from afar with magic.
Aggressive. As a bonus action, the stormblade can move
Cunning Action. On each of its turns, the thalmor can use
a bonus action to take the Dash, Disengage, or Hide action. THALMOR SOLDIER
Sneak Attack (1/Turn). The thalmor deals an extra 7 (2d6) Forming the bulk of the Dominion’s military arm,
damage when it hits a target with a weapon attack and Thalmor soldiers are slow to trust and quick to punish.
has advantage on the attack roll, or when the target is Used as guards, footsoldiers, and infantry, the soldiers
within 5 ft. of an ally of the thalmor that isn't of the Thalmor are capable of casting low-level spells
incapacitated and the thalmor doesn't have disadvantage while using their numbers to overwhelm and subdue
on the attack roll. an enemy.
Spellcasting. The thalmor is a 3rd-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to
hit with spell attacks). The thalmor has the following
mage spells prepared and has 16 magicka points:

Cantrips (at will): message, minor illusion, true strike


1st level (2 magicka): charm person, disguise self, sleep
2nd level (3 magicka): hold person, silence

Superiority (2/day). As a bonus action, the thalmor forces


one creature that can hear and understand it to make a
DC 13 Willpower saving throw, as it uses boasts and
insults to demoralize its foe. On a failed save, the target
has disadvantage on its next attack roll against the thalmor.
Actions
Multiattack. The thalmor makes two weapon attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5


ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320


ft., one target. Hit: 6 (1d6 + 3) piercing damage.

CHAPTER 4: FRIENDS & FOES 143


Thalmor Justiciar
Medium Humanoid (Altmer), Typically Lawful Evil
Armor Class 12 (15 with mage armor) 6th level (9 magicka): chain lightning
Hit Points 105 (14d8 + 42) The thalmor casts these spells on itself before combat.
Speed 30 ft.
Superiority (2/day). As a bonus action, the thalmor forces
one creature that can hear and understand it to make a
STR AGI END INT WIL PER
DC 14 Willpower saving throw, as it uses boasts and
10 (+0) 14 (+2) 16 (+3) 19 (+4) 15 (+2) 16 (+3)
insults to demoralize its foe. On a failed save, the target
has disadvantage on its next attack roll against the thalmor.
Saving Throws Int +7, Wil +5
Skills Arcana +7, History +7, Insight +8, Intimidation +9, War Magic. When the thalmor uses its action to cast a
Investigation +10, Religion +7 spell, it can make one weapon attack as a bonus action.
Senses passive Perception 12
Actions
Languages Altmeris, Tamrielic, and one other language
Challenge 8 (3,900 XP) Proficiency Bonus +2 Multiattack. The thalmor uses shockbolt twice, or makes
two attacks with its bound longsword.
Bound Weapons. The thalmor summons a daedric weapon
Bound Longsword. Melee Weapon Attack: +7 to hit, reach 5
as a bonus action that uses its spellcasting modifier for
ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
attacks and damage rolls.
+ 4) slashing damage if used with two hands.
Discern Lie. The thalmor knows when it hears a creature
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
speak a lie in a language it knows.
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
Spellcasting. The thalmor is a 11th-level spellcaster. Its damage.
spellcasting ability is Intelligence (spell save DC 15, +7 to
Shockbolt. Ranged Spell Attack: +7 to hit, range 100 ft., one
hit with spell attacks). The thalmor has the following
target. Hit: 10 (4d4) lightning damage.
mage spells prepared and has 75 magicka points:
Summon Storm Atronach (1/day). The thalmor attempts to
Cantrips (at will): light, message, prestidigitation, shocking
magically summon a storm atronach with a 50 percent
grasp, ray of frost
chance of success. If the attempt fails, the thalmor takes
1st level (2 magicka): mage armor, magic missile, shield,
5 (1d10) psychic damage. Otherwise, the summoned
thunderwave
atronach appears in an unoccupied space within 60 feet
2nd level (3 magicka): detect thoughts, hold person, see
of its summoner and acts as an ally of its summoner. It
invisibility, shatter
remains for 10 minutes, until it or its summoner dies, or
3rd level (5 magicka): counterspell, lightning bolt, slow
until its summoner dismisses it as an action.
4th level (6 magicka): arcane eye, dimension door
5th level (7 magicka): geas

Thalmor Soldier
Medium Humanoid (Altmer), Typically Neutral Good
Armor Class 15 (chain shirt) hit with spell attacks). The thalmor has the following
Hit Points 45 (7d8 + 14) mage spells prepared and has 6 magicka points:
Speed 30 ft.
Cantrips (at will): dancing lights, fire bolt, prestidigitation
1st level (2 magicka): charm person, healing word, shield
STR AGI END INT WIL PER
12 (+1) 15 (+2) 14 (+2) 16 (+3) 13 (+1) 15 (+2) Superiority (2/day). As a bonus action, the thalmor forces
one creature that can hear and understand it to make a
Skills Athletics +3, Insight +3, Intimidation +4 DC 13 Willpower saving throw, as it uses boasts and
Senses passive Perception 11 insults to demoralize its foe. On a failed save, the target
Languages Altmeris and Tamrielic has disadvantage on its next attack roll against the thalmor.
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Bound Weapons. The thalmor summons a daedric weapon Multiattack. The thalmor makes two weapon attacks.
as a bonus action that uses its spellcasting modifier for
Bound Longsword. Melee Weapon Attack: +5 to hit, reach 5
attacks and damage rolls.
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
Spellcasting. The thalmor is a 1st-level spellcaster. Its + 3) slashing damage if used with two hands.
spellcasting ability is Intelligence (spell save DC 13, +5 to

144 S H A D O W S OV E R S K Y R I M
VIGILANT
Staunch warrior-priests of Stendarr, the Vigilants
deliver the ultimate judgment upon witches, Daedra
worshipers, vampires, and all the other foul things that
prey upon innocent mortals. “Stendarr's Mercy be
upon you,” their mantra begins, “for the Vigil has none
to spare.”

Vigilant
Medium Humanoid (Any Race), Typically Lawful Neutral
Armor Class 14 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.

STR AGI END INT WIL PER


16 (+3) 12 (+1) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

Skills Medicine +7, Persuasion +3, Religion +5


Senses passive Perception 13
Languages any two languages
Challenge 3 (700 XP) Proficiency Bonus +2

Divine Smite (1/Turn). When the vigilant hits a creature


with a melee weapon attack, it can expend magicka to
deal radiant damage to the target, in addition to the
weapon's damage. The extra damage is 9 (2d8) for a 1st
level spell, plus 1d8 for each spell level higher than 1st.
The damage increases by 1d8 if the target is an undead,
lycanthrope or daedra.

Spellcasting. The vigilant is a 5th-level spellcaster. Its


spellcasting ability is Willpower (spell save DC 13, +5 to
hit with spell attacks). The vigilant has the following
priest spells prepared and has 27 magicka points:

Cantrips (at will): light, sacred flame, thaumaturgy


1st level (2 magicka): cure wounds, guiding bolt, sanctuary
2nd level (3 magicka): lesser restoration, spiritual weapon
3rd level (5 magicka): beacon of hope, dispel magic

Actions
Multiattack. The vigilant makes two attacks.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) bludgeoning damage.

CHAPTER 4: FRIENDS & FOES 145


OPEN GAME LICENSE VERSION 1.0A
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Skyrim belongs
to the strong
Return to the province of Skyrim in a way you never
have before with this addition to the Unofficial Elder
Scrolls Tabletop Roleplaying Game.

Travel through the many holds of the north and join


the unique guilds Skyrim has to offer. Fight by their
side or delve into the deepest depths of Blackreach to
discover lost artifacts.

New guilds provide game masters with a variety of


benefits and perks to give to the player characters, and
present inspirational quest ideas to help form
campaigns centered on these stories. A hoard of new
items, including the iconic Dragon Priest masks,
provide treasures for players to find, and new monsters
help create the memorable fights to find them.

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