Daedroth

Daedra; Major; White Soul (1000)

Stats

CharacteristicValueAttributeValueSkillValue
Strength65Hit Points52Combat85
Endurance60Wound Thr.20Magic20
Agility40Magicka20Evade50
Intelligence20Stamina6Observe60
Willpower50Initiative+10Stealth40
Perception40Action Pts.3Knowledge20
Personality5Speed15mSocial5
Morale80SizeLargePhysical85

Weapons & Armor

  • • Crocodilian Jaws: 1d12; Slashing, Crushing, Magic; Reach
  • 2m
  • • Ripping Claws: 2d8; Splitting, Magic; Reach 1m
  • • Reptilian Fists: 2d8; Crushing, Magic; Reach 1m
  • • Daedroth Hide: AR 8; Full
  • • Natural Toughness (2)

Special Abilities

  • • Thrash (1 SP): If the Daedroth successfully Bites a target,
  • it can spend a Stamina Point as a free action to violently
  • thrash the target, dealing a bonus 1d12 damage that ignores
  • armor immediately.
  • • Fiery Breath (1 AP + 1 SP): The Daedroth can, as a Primary
  • Action, spend an SP to breathe fire in a 5m cone. This deals
  • 2d6 Fire damage to all targets within this area.
  • • Oblivion’s Bulwark (1 AP): The Daedroth can, as a Reaction,
  • cast the Shield 3 spell without expending Magicka.
  • “In a twisted, springing heap, the Daedroth was upon the stone, lea
  • victorious, the monster’s bloodied maw curled into a mock grin, when
  • Dremora
  • Dremora Churl
  • Dremora (also known as “The Kyn”) are a warlike Daedric race
  • associated with the Daedric Prince of Destruction, Mehrunes Dagon.
  • They are commonly encountered throughout the planes of Oblivion.
  • Dremora are known to be intelligent, sentient beings, and make
  • capable warriors and mages. The Dremora Churl is thought to be
  • the lowliest of the Dremora, outranked by all their peers, the Churl
  • are the foot soldiers of Oblivion.

Encountering Daedroth

Traits • Apex Predator: The Daedroth is not limited by the usual Attacks per-round restrictions. • Strong Jaws: An attack with Crocodilian Jaws that deals damage automatically starts a Grapple. The test to contest this Grapple is made against the original test made by the attacker. If the target Counter Attacks a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness trait. • Dark Sight • From Beyond • Frightening: At the start of an encounter with a Daedroth, all other characters must immediately test for Panic at -20. • Savage: The creature rolls damage twice and keeps the highest roll. • Resistance (Fire, Normal Weapons, 5) • Weakness (Shock, 3) These fearsome beasts are one the most physically powerful monstrosities that Oblivion can hold. Mostly associated with the Daedric princes Molag Bal and Mehrunes Dagon, these Daedra are the perfect shock troops to decimate any foe in their way. With crocodile sized heads and enormous bodies larger than most mortal man and mer, a single bite from one of these could tear someone in two with ease. Some have even been known to wear armor and use weapons, but for the most part they prefer to use their claws and mouth to rip their foes apart. Boasting resistances to non-magical weapons and fire, this Daedra is also not easy to kill, and even possesses a fire breath that roasts their enemies alive. Do not take this Daedra lightly, as it will not hesitate to destroy any party of adventurers with ease.

Loot

  • If slain while permanently bound to Mundus, a character
  • can test Alchemy at -20 to harvest the Daedroth’s Teeth,
  • which are a Very Rare Alteration ingredient.
  • Additionally, if slain while permanently bound to Mundus,
  • a character can test Survival at -10 over the course of a Long
  • Rest to flay the Daedroth’s hide, worth 1000 drakes.
  • A character can use a Daedroth hide to create a piece of
  • Daedroth Scale Armor, which is Full Armor, with the same
  • stats as Full Dwemer armor, but it also grants +5 Magic AR,
  • and grants the wearer Resistance (Normal Weapons, Fire,
    1. on the worn Hit Location, but also causes the wearer to
  • have Weakness (Shock, 3) on all Hit Locations. Daedroth
  • Scale Armor cannot be Enchanted.
  • Additionally, if slain while permanently bound to Mundus,
  • a character can make a -40 Alchemy test to salvage the
  • Daedra’s Heart, which is a Legendary Restoration ingredient.
  • ving only rubble where the boulder had been. Thinking itself
  • a subdued song drifted in the crisp air.”
    • Sixteen Accords of Madness, v. VI
  • Traits
  • Dark Sight
  • From Beyond
  • Magic Resistant: Re-rolls failed tests to resist magic.
  • Spell Reflect (2): Whenever the Dremora would be affected
  • by a magic spell, roll a d10. On a 2 or less, the Dremora is
  • unaffected and the caster of the spell is affected instead.
  • Resistance (Normal Weapons, 5)
  • Resistance (Magic, 3)
  • s • Teamwork: When fighting a target in Reach of another
  • Dremora, the Churl gains a bonus +1 DoS on all Combat
  • Style and Evade tests made against the target.