| ||This is an overview article which contains background information and cross-game comparisons. For game-specific information and stats, see the articles linked on the right.|
Deathclaws are a large, agile and strong species of mutant Jackson's Chameleon created through genetic engineering, with the addition of DNA of various other species. However, due to mutation, most of them have lost their color-changing ability.
Originally created before the Great War by the government and the military to supplement human troops in battle, deathclaws were derived from mixed animal stock, primarily from the very common Jackson Chameleon. They were then soon to be refined by the Master, by using genetic manipulation and the Forced Evolutionary Virus to enhance them as one of his minions. The resulting creature is incredibly fast, powerful with its sharp claws, and almost intelligent.
Around 2161, during this time, deathclaws were still perceived as mysterious and legendary creatures to many in New California. They could originally only be found in their nest in the Boneyard at the warehouse, living with their breeding mother. After the events of the original Fallout, the deathclaw population began to grow and started to spread quickly across the continent, and deathclaws now stopped being perceived as legendary beasts, and became just another dangerous creature in the wasteland.
Deathclaws have a hunchbacked, bipedal reptilian build with long humanoid arms. They stand roughly nine to ten feet tall, with a thick and resilient hide, powerful muscles and twelve-inch-long, razor-sharp claws that can kill almost any other creature in only a few swipes; hence their name. They have an excellent sense of smell and hearing, though their eyesight is poor. Their build gives them incredible speed, agility and strength in close combat, making them an extreme threat. Though they were originally mutated chameleons, most have lost the ability to change color with their moods.
Deathclaws are very aggressive, territorial and carnivorous. They typically live in packs of around eight to twenty members led by an alpha male, who is the only one allowed to mate with the females. Deathclaws are oviparous, with the eggs typically laid in dark, sheltered locations and fiercely guarded by their mother. Young deathclaws reach maturity under the care of their parents, following them closely until they are old enough to fend for themselves.
Although they do not have vocal cords, they can growl and shout, and some seem to be able to mimic human speech much the same as a parrot does. However, normal deathclaws aren't intelligent enough to be capable of real speech.
Deathclaws do not sharpen their claws on nearby objects, instead preferring their own nails to do the sharpening. The Lone Wanderer or Courier can witness this behavior while sneaking up on a deathclaw, though the Sole Survivor can witness deathclaws sharpening their claws on the ground instead.
The most common type of deathclaw, these exist throughout the wasteland, and they are feared throughout. As mentioned above, they are highly difficult to defeat, due to high health, high movement speed and lethal melee attacks. Their social nature adds to their lethal image: it's not uncommon to encounter regular deathclaws in groups of three or four.
Female deathclaws, also called mothers or matriarchs, are fewer in numbers. Only one female is the pack mother at a given time, with another female taking her place when she dies. Mother deathclaws can be distinguished from males by their dark blue color, barbed tails and back swept horns. They also seem to have a bloated abdomen, presumably from eggs, and are generally larger in size than normal deathclaws. If her young are killed, she will go into an uncontrollable rage, killing anything nearby, excluding other deathclaws.
Baby deathclaws are the smallest and weakest form of deathclaws. They will tend to stay close to and follow their mother, and protect her when she is either threatened or attacked. If the mother is killed, the baby deathclaws will surround her body and attempt to protect her. If the babies are killed the Mother will go into a frenzy and kill everything near her, excluding other deathclaws.
In 2235, the Enclave captured many deathclaws and exposed them to FEV. This boosted their intelligence, giving them the ability to talk with varying degrees of erudition and articulation. This subspecies was highly intelligent, about the equivalent of an eight-year-old, with some even being on par with average adult humans. Their learning capacity was very high and they were capable of abstract thought and reasoning. Although they did not have vocal cords, the deathclaws seemed to mimic human speech in the same way a parrot does. Socially, they had a rigidly hierarchical, peaceful, pack-based ethical code. They were extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families. Fights within a pack are unheard of, and the pack's leader controls many aspects of life, such as choosing and matching female and male deathclaws for reproduction. Oddly enough, deathclaws are not subject to sterility from FEV exposure; this trait is not explained.
An extremely rare deathclaw. Only one of this variant has been seen in the wastelands. The albinism is due to a different mutation with FEV. His hide is completely dark gray instead of earth-tone colors like other normal deathclaw and his eyes are red. He wears a hood and cloak to disguise himself among humans, but removes it during combat. He also has a telepathic sense connecting him with his brothers, as seen when the Enclave attack Vault 13. The albino deathclaw can also be seen in Fallout 4's Glowing Sea. It also has a chance of spawning during the quest The Devil's Due.
These deathclaws are equipped with mind-control headgear that allows Enclave soldiers to mind-control who the Deathclaw targets. If the player cripples their headgear, the deathclaw will frenzy. They will attack any non-Enclave personnel, including other deathclaws. They can, however, be temporarily controlled with the deathclaw control scrambler, which can be obtained after installing Broken Steel. They are frequently found in cages near Enclave patrols in the Capital Wasteland, and are often released if the patrol is engaged in battle. Enclave deathclaws may sometimes even respawn after their Enclave masters have been killed. An Enclave deathclaw that is in a cage will be set loose by nearest Enclave officer if under attack.
The younger variation of deathclaw is slightly larger and tougher than the baby deathclaw, but much smaller than the normal deathclaw. They can mainly be found amongst larger groups of deathclaws, and will often stay close to an older deathclaw.
Blind deathclaws are a variant found in the Mojave Wasteland, and appear in both adult and baby form. Although not able to see, they have superb hearing, actually having a higher perception than normal deathclaws, which makes approaching them unnoticed very difficult, if not impossible.
Glowing deathclaws are found in the Commonwealth, and are highly irradiated versions of the normal deathclaw. A green light emits from inside of their body and they inflict radiation damage on top of the normal deathclaw's ballistic damage.
Deathclaw alpha maleEdit
The alpha deathclaw is second only to the legendary deathclaw in power. The alpha deathclaw is much different in appearance, being darker in color and having large horns.
The legendary deathclaw is the biggest and most lethal deathclaw in the Mojave Wasteland. It is somewhat larger than normal deathclaws, and also has grayer skin, expanded horns, and fangs. It is located in the final area of Dead Wind cavern, home to many other deathclaws. It and the other deathclaws located in Dead Wind cavern have amassed quite a collection of loot from would-be hunters, including Mercy, a unique grenade machinegun found near the legendary deathclaw on a dead Brotherhood of Steel paladin. In Fallout 4, they appear in the Commonwealth with similar strength and abilities to ones found at the Mojave but always drop a rare item which can be recovered on their corpse. They appear frequently if the difficulty is set higher or if the player is traveling into the Glowing Sea.
|The following is based on Fallout Tactics and some details might contradict canon.|
A deathclaw subspecies living in the area of the former states of Illinois, Missouri and Kansas developed patches of fur to better cope with the colder climate (however, since reptiles are cold-blooded and produce very little of their own body heat, a real-world reptile with fur would actually freeze to death). Furthermore, some of them were noted to be capable of speech as early as in 2197, which means that they probably developed speech through spontaneous mutation, or were experimented on by someone other than the Enclave. Another possibility is that they were designed to have an intellect and ability to speak before the Great War.
The hairy deathclaws are more matriarchal than their New California, Capital Wasteland, and Mojave Wasteland counterparts. With infants, these deathclaws are less hairy and seem to be absolutely unintelligent, behaving like an animal or simply following the adults. They presumably become self-aware when they grow up.
|The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.|
In the Secret Vault, a Vault-Tec installation which served as the company's ticket to a life after the apocalypse, aside from many scientific projects that were to ensure the company's power, some research with radioactive materials and FEV took place. When the Brotherhood of Steel Initiate visited the Vault, he encountered unique variants of the beast known all over the wastes.
The Vault-Tec scientists apparently obtained a sample of the deathclaw bioweapon and tried to improve it using the FEV, radiation and technology. The resulting new species became larger, stronger, gaining extra muscle mass and a type of exoskeleton with many protruding spikes. However, the mutation led them to become blind, leaving the deathclaws to rely on their other senses. The longer they live, the bigger they become, so their mutation and the FEV effect could be very similar to that of Capital Wasteland super mutants. The eggs of these deathclaws are also unique, as they appear more like a pile of flesh nearly the same size as a human.
Experimental baby deathclawEdit
Weakest variant of the experimental deathclaw. They are dark brown, small, their claws are weak and their skin still has no exoskeleton.
Experimental elder deathclawEdit
Experimental chameleon deathclawEdit
Chameleon deathclaw are slightly more evolved than the standard variety. Their adaptive hides help them blend in with their surroundings, rendering them invisible in dark passages. It's weaker than the Elder variety but is much harder to locate and faster. In Fallout 4, they can be found in the Commonwealth but are extremely rare. They have similar abilities to the ones found across Texas in Fallout: Brotherhood of Steel. When fought, they change color every few seconds and usually die in a bright color. They have higher DT and HP to normal deathclaws as well as camouflage.
Experimental adolescent deathclawEdit
A prototype variant of an experimental deathclaw. This particular young deathclaw was a subject of an experiment that made him a living colossus. He is the biggest of all the deathclaws, even bigger than a super mutant behemoth. It's presumed that FEV made him to become such a threat. It looks exactly like the standard version but three times bigger and stronger than the latter.
Experimental mother deathclawEdit
|End of information based on Fallout: Brotherhood of Steel.|
Stripe is a unique creature with the appearance of an original deathclaw. Significantly smaller than the deathclaws found in the Wasteland, he appears only in the Fallout: New Vegas add-on Old World Blues if the Courier has the Wild Wasteland trait. Despite his size, he still has the same stats as the full-scale deathclaw alpha male.
|The following is based on Fallout 4 cut content and has not been confirmed by canon sources.|
|End of information based on Fallout 4 cut content.|
Behind the scenesEdit
- In Scott Campbell's original concept art (see gallery), deathclaws were mammals covered with fur. The reason it lost the hair from concept to production was a technical limitation of the rendering software, which couldn't get all the hair to move properly. The hairy deathclaw in Fallout Tactics was inspired by the original concept.
- According to the Fallout Bible, after a Dungeons & Dragons computer game made by Interplay was canceled, deathclaws were modelled (visually) on the Tarrasques of the D&D canon, as a Tarrasque clay model was already made. However, according to Chris Taylor, while they do look Tarrasque-like, it was not intentional and the clay model was supposed to be a deathclaw from the start.
Fallout and Fallout 2Edit
Fallout 3 and Fallout: New VegasEdit
Fallout: Brotherhood of SteelEdit
- ↑ Joseph (Ocjoseph.msg) in Fallout 2 says:
- "Well, let's see... Deathclaws appear to be mutated Jackson's Chameleons , the horned variety. There are a lot of similarities still present, but an even greater number of differences. The mutation factor is quite high. This species is highly intelligent, about the equivalent of an eight-year-old, with some individuals reaching human normal level. Their learning capacity is very high and they are capable of abstract thought and reasoning."
- ↑ 2.0 2.1 Deathclaws being genetically engineered before the Great War and later refined by the Master is mentioned in the Fallout 2 Official Strategies & Secrets strategy guide, written by Fallout 2 lead designer, Matt Norton, as well as in Fallout Tactics. It is unknown why the Master would genetically manipulate the deathclaws and then not use them at all for his purposes.
- ↑ Fallout Bible
- ↑ 4.0 4.1 Chris Taylor at No Mutants Allowed forum
- ↑ Fallout Bible 8