The Undead of Fellhollow: Nine Enemies, and Seven of Them Ignore Fire

Fellhollow arrived with Eye on Ashenfall 0.10 on 15 December 2025 and brought two undead families with it: the Rotsworn and the Skeletal. Nine enemies, all at power level 5, with health running from 150 to 1,380 — and a resistance list so uniform it amounts to a biome rule. Of the eight with published resistances, seven resist Fire. The eighth is weak to it.
The Rotsworn

| Rotsworn | Health | Weak to | Resistant to |
|---|---|---|---|
| Rotsworn Zombie | 402 | Slash, Fire | Earth, Ranged |
| Rotsworn Warrior | 518 | Stab, Air | Fire |
| Rotsworn Necromancer | 632 | Crush | Fire, Air, Water |
| Rotsworn Marauder | — | Crush | Fire |
| Rotsworn Thrall | — | — | — |
The Rotsworn Zombie is the exception in the whole biome: the only undead here that is weak to Fire rather than resistant to it, and the only one that resists Ranged and Earth. If you brought a fire build to Fellhollow, the Zombie is the single enemy it works on — which is a thin justification for the build, but worth knowing when one is in front of you.
The Rotsworn Necromancer carries the longest resistance line in the family — Fire, Air and Water — leaving Crush and the physical types as the practical answer. At 632 health it is also the largest Rotsworn with a published value.
The Rotsworn Thrall is the odd entry: it lives in Imaru's Tower rather than Fellhollow proper, and its stats are not published. Treat it as a power level 5 undead and bring what works on the rest.
The Skeletal Line

| Skeletal | Health | Weak to | Resistant to |
|---|---|---|---|
| Skeletal Warrior | 150 | Air, Stab | Fire |
| Skeletal Archer | 460 \* | Stab, Air | Fire, Ranged |
| Skeletal Necromancer | 575 | Crush, Water | Air, Fire |
| Skeletal Marauder | 690 | Crush, Earth | Fire |
| Skeletal Hoplite | 1,380 | Crush, Air | Fire, Slash, Stab |
\* The Archer's page carries two health figures — 460 against a second, unlabelled 600 — and lists both power level 5 and 6 without saying which value belongs to which. Treat 460 as the power-level-5 figure and expect more in a higher-tier spawn.
The Skeletal Hoplite is nine times a Skeletal Warrior at the same power level — 1,380 against 150 — and it is the one that resists Slash and Stab as well as Fire, so a sword or dagger build has almost nothing that lands. Its answer is Crush or Air, and nothing else in your kit will do.
The Skeletal Archer resists Ranged, which is the same design choice as the Black Knight Sniper and the Blue Dragon: you are not meant to out-shoot the enemy archer. Close on it with a stab weapon, or use Air.
The Biome Rule
Read the nine together and two things fall out:
Fire is the wrong element in Fellhollow. Seven of the eight published resistance lines include it. The one exception is the Rotsworn Zombie, and a single enemy does not justify a loadout.
Crush and Air are the two answers that generalise. Crush is a published weakness on five — Rotsworn Necromancer, Rotsworn Marauder, Skeletal Necromancer, Skeletal Marauder and the Skeletal Hoplite. Air appears on four — Rotsworn Warrior, Skeletal Warrior, Skeletal Archer and the Skeletal Hoplite. Only the Hoplite is weak to both, which is convenient, since it is the longest fight of the nine.
The catch is that the two necromancers split them. The Rotsworn Necromancer resists Air and wants Crush; the Skeletal Necromancer also resists Air and wants Crush or Water. So Air covers the rank and file and fails on exactly the enemies that are calling in more of them.
The practical Fellhollow loadout is a Crush weapon with an Air option, and the priority target in any group is whichever necromancer is standing behind it — because Air, the thing you are using on everything else, is the thing they are built to ignore.
What This Costs a Fire Build

Fellhollow is also where the Green Dragon lives, at 2,800 health, weak to Water, resistant to Fire and immune to Burning and Poison. So the biome's headline fight punishes fire in the same direction as its rank-and-file undead do — resisting the direct damage and, in the dragon's case, removing the burn on top.
That makes Fellhollow the most consistent anti-fire region in the game so far. If you arrived with a fire kit built for somewhere else, this is the biome to change it in, and Water is the element the Green Dragon and the Skeletal Necromancer both answer to.
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Conclusion
Fellhollow's nine undead all sit at power level 5 with health from 150 on a Skeletal Warrior to 1,380 on a Skeletal Hoplite — a nine-fold spread at one tier. Seven of the eight published resistance lines include Fire, and the only exception is the Rotsworn Zombie, which is weak to Fire and resists Earth and Ranged instead. Crush is the weakness on five of them and Air on four, but Air fails on exactly the wrong targets: both necromancers resist it, so the enemy summoning reinforcements is the one your general-purpose element does not hurt. The Skeletal Hoplite is the hardest single fight in the group at 1,380 health resisting Fire, Slash and Stab, leaving Crush or Air as the only options, and the Skeletal Archer resists Ranged — the same "do not out-shoot the archer" design as the Black Knight Sniper and the Blue Dragon. Since the Green Dragon shares the biome and is likewise weak to Water, resistant to Fire and immune to Burning, Fellhollow is the most consistently anti-fire region in the game.
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