Daedric Armour. The dremora has 40 temporary hit points. (included in hp stat) Dremora's Sight. Magical darkness doesn't impede the dremora's darkvision. Magic Resistance. The dremora has advantage on saving throws against spells and other magical effects. Oblivion Bound. Unless in a plane of oblivion or under the effect of a Binding Circle spell or similar magical affect. The dremora instantly teleports to its plane of origin instead of dying on reaching 0 hit points. Bound Equipment. The dremora's weapons and armour are bound weapons. Thier attacks count as magical, the dremora cannot be disarmed of them and they disappear on the dremora reaching 0 hit points.
Daedric Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+10 slashing damage, plus 2d6 fire damage. Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.