15. Bestiary: Atronachs

Stat blocks for the three most common types of elemental Daedra.



Here’s a quick post regarding atronachs. This term can be loosely translated as golem or elemental, and is used to refer to both elemental Daedra and humanoid constructs. This post will deal only with elemental Daedra, however, Atronachs are an integral part of the Elder Scrolls lore, to the extent having their own constellation and birthsign.

This post will cover only basic atronachs: flame, frost, and storm. These appear in Morrowind, Oblivion, and Skyrim, even though their design has changed through the games. The profiles below can be used to represent the atronachs from any of the games. Flesh atronachs have been left out as they can be perfectly represented by Flesh Golems from the Monster Manual.

The atronachs are different from the basic elementals (air, earth, fire, and water) from the Monster Manual as they are not just a clump of sentient essence of their respective elements. Atronachs have intelligence on par with humanoids, but it is unknown whether they have any culture. Therefore, atronachs more strongly resemble ‘named’ elementals such as Galeb Duhrs, Magmins, Xorns, Water Weirds, and the like. More pure/powerful atronachs are called Monarchs, and they would be more akin to Genies.

After analyzing the elemental profiles in the Monster Manual, I have deduced that most elementals hold the following traits in common:

  • Darkvision 60 ft.
  • Immunity to one or more types of elemental damage
  • Resistance to nonmagical weapons
  • Immunity to poison damage and the poisoned condition
  • Immunity to several conditions, including: exhaustion, pralyzed, petrified, poisoned, and unconscious

From there, it was relatively easy to create statistics for the three common types of atronachs. Here are the profiles:

Atronachs are elemental Daedra, and follow the same rules as regular Daedra. If an atronach is killed on the material plane, its essence is sent to the Waters of Oblivion, where it slowly regains shape. To permanently kill an atronach, one must trap its soul inside a soul gem or kill it on its native plane of existence. Most atronachs are independent and do not owe allegiance to any of the Daedric Princes. Mages often summon atronachs and bind them to the material plane. Therefore, atronachs often guard the residences and treasures of powerful wizards, or serve as their bodyguards.

Flame and frost atronachs sometimes wield weapons and wear armor, gaining increased AC and new actions. If you wish to customize them with these options, consider giving their weapon attacks additional elemental damage.

Commentary. This was just a quick post to fill the time before the next Exotic Races post. The atronachs are not playtested or perfectly balanced, and I might revisit this post to update them.

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