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{{Gamearticlelist
 
{{Gamearticlelist
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|topimage =Deathclaw fo4.png
|game1 =FO1
 
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|game1 =FO1
|articles1 =[[Deathclaw (Fallout)|Deathclaw]]<br />[[Deathclaw (Fallout)|Deathclaw spawn]]<br />[[Deathclaw (Fallout)|Mother deathclaw]]
 
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|articles1 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout)|Deathclaw]]<br />[[Deathclaw (Fallout)#Deathclaw spawn|Deathclaw spawn]]<br />[[Deathclaw (Fallout)#Mother deathclaw|Mother deathclaw]]</div></div>
|game2 =FO2
 
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|game2 =FO2
|articles2 =[[Goris|Albino deathclaw]]<br />[[Deathclaw (Fallout)|Deathclaw]]<br />[[Deathclaw (Fallout)|Deathclaw spawn]]<br />[[Deathclaw (Fallout)|Mother deathclaw]]<br />[[Deathclaw (Fallout)|Tough deathclaw]]<br />[[Intelligent deathclaw]]
 
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|articles2 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout)|Deathclaw]]<br />[[Deathclaw (Fallout)#Deathclaw spawn|Deathclaw spawn]]<br />[[Deathclaw (Fallout)#Mother deathclaw|Mother deathclaw]]<br />[[Deathclaw (Fallout)#Tough deathclaw|Tough deathclaw]]</div></div>
|game3 =FO3
 
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|game3 =FO3
|articles3 =[[Deathclaw (Fallout 3)|Deathclaw]]<br />[[Deathclaw (Fallout 3)#Enclave deathclaw|Enclave deathclaw]]
 
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|articles3 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout 3)|Deathclaw]]<br />[[Deathclaw (Fallout 3)#Enclave deathclaw|Enclave deathclaw]]</div></div>
|game4 =FNV
 
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|game4 =FNV
|articles4 =[[Deathclaw (Fallout: New Vegas)|Deathclaw]]<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw baby|Deathclaw baby]]<br />[[Deathclaw (Fallout: New Vegas)#Young deathclaw|Young deathclaw]]<br />[[Deathclaw (Fallout: New Vegas)#Blind deathclaw|Blind deathclaw]]<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw alpha male|Deathclaw alpha male]]<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw mother|Deathclaw mother]]<br />[[Deathclaw (Fallout: New Vegas)#Legendary deathclaw|Legendary deathclaw]]
 
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|articles4 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout: New Vegas)|Deathclaw]]<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw baby|Deathclaw baby]]<br />[[Deathclaw (Fallout: New Vegas)#Young deathclaw|Young deathclaw]]<br />[[Deathclaw (Fallout: New Vegas)#Blind deathclaw|Blind deathclaw]]<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw alpha male|Deathclaw alpha male]]<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw mother|Deathclaw mother]]<br />[[Deathclaw (Fallout: New Vegas)#Legendary deathclaw|Legendary deathclaw]]<br />[[Stripe]] {{Icon|FNVOWB}}<br />[[Deathclaw (Fallout: New Vegas)#Deathclaw (Lonesome Road)|Deathclaw]] {{Icon|FNVLR}}<br />[[Deathclaw (Fallout: New Vegas)#Irradiated deathclaw (Lonesome Road)|Irradiated deathclaw]] {{Icon|FNVLR}}</div></div>
|game5 =FOT
 
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|game5 =FO4
|articles5 =[[Hairy deathclaw]]
 
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|articles5 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout 4)|Deathclaw]]<br />[[Deathclaw (Fallout 4)#Alpha deathclaw|Alpha deathclaw]]<br />[[Deathclaw (Fallout 4)#Glowing deathclaw|Glowing deathclaw]]<br />[[Deathclaw (Fallout 4)#Deathclaw matriarch|Deathclaw matriarch]]<br />[[Deathclaw (Fallout 4)#Savage deathclaw|Savage deathclaw]]<br />[[Deathclaw (Fallout 4)#Albino deathclaw|Albino deathclaw]]<br />[[Deathclaw (Fallout 4)#Chameleon deathclaw|Chameleon deathclaw]]<br />[[Deathclaw (Fallout 4)#Mythic deathclaw|Mythic deathclaw]]<br />[[Gatorclaw]]</div></div>
|game6 =FOBOS
 
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|game6 =FO76
|articles6 =[[Experimental deathclaw]]<br />[[Experimental deathclaw#Baby deathclaw|Baby experimental deathclaw]]<br />[[Experimental deathclaw#Elder deathclaw|Elder experimental deathclaw]]<br />[[Experimental deathclaw#Chameleon deathclaw|Chameleon experimental deathclaw]]<br />[[Experimental deathclaw#Adolescent deathclaw|Adolescent experimental deathclaw]]<br />[[Experimental deathclaw#Mama deathclaw|Mama experimental deathclaw]]
 
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|articles6 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout 76)#Deathclaw|Deathclaw]]<br />[[Deathclaw (Fallout 76)#Alpha deathclaw|Alpha deathclaw]]<br />[[Deathclaw (Fallout 76)#Deathclaw matriarch|Deathclaw matriarch]]<br />[[Deathclaw (Fallout 76)#Savage deathclaw|Savage deathclaw]]<br />[[Deathclaw (Fallout 76)#Albino deathclaw|Albino deathclaw]]<br />[[Deathclaw (Fallout 76)#Chameleon deathclaw|Chameleon deathclaw]]<br />[[Deathclaw (Fallout 76)#Mythic deathclaw|Mythic deathclaw]]<br />[[Deathclaw (Fallout 76)#Glowing deathclaw|Glowing deathclaw]]<br />[[Deathclaw (Fallout 76)#Scorched deathclaws|Scorched deathclaw]]<br />[[Deathclaw (Fallout 76)#Prime deathclaw|Prime deathclaw]] {{Icon|dur|link=Primal Cuts}}</div></div>
|game7 =VB
 
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|game7 =FOT
|articles7 =[[Deathclaw (Van Buren)|Deathclaw]]
 
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|articles7 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Hairy deathclaw]]</div></div>
|game8 =JES
 
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|game8 =FOBOS
|articles8 =[[w:c:Falloutpnp:Simple: Critters#Deathclaw|Deathclaw]]
 
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|articles8 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Experimental deathclaw]]<br />[[Experimental deathclaw#Baby deathclaw|Baby experimental deathclaw]]<br />[[Experimental deathclaw#Elder deathclaw|Elder experimental deathclaw]]<br />[[Experimental deathclaw#Chameleon deathclaw|Chameleon experimental deathclaw]]<br />[[Experimental deathclaw#Adolescent deathclaw|Adolescent experimental deathclaw]]<br />[[Experimental deathclaw#Mother deathclaw|Mother experimental deathclaw]]</div></div>
}}{{Games|FO1|FO2|FO3|FNV|FOT|FOBOS|FB|VB|FOBOS2|VB|JES|D20}}
 
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|game9 =FOS
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|articles9 =<div class="mw-collapsible mw-collapsed" data-expandtext="show" data-collapsetext="hide">See all:<div class="mw-collapsible-content">[[Deathclaw (Fallout Shelter)|Deathclaw]]<br />[[Deathclaw (Fallout Shelter)#Alpha deathclaw|Alpha deathclaw]]<br />[[Deathclaw (Fallout Shelter)#Enclave deathclaw|Enclave deathclaw]]</div></div>
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}}
   
 
{{Quotation|Big! Big! The size of three men! Claws as long as my forearm! Ripped apart! Ripped apart!|[[Trent Barrister]], ''[[Fallout]]''}}
 
{{Quotation|Big! Big! The size of three men! Claws as long as my forearm! Ripped apart! Ripped apart!|[[Trent Barrister]], ''[[Fallout]]''}}
   
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'''Deathclaw''' is a term referring to genetically-engineered creatures developed by the [[United States of America|United States]] [[United States Armed Forces|military]] to replace humans during close-combat search-and-destroy missions. They escaped into the wild in the aftermath of the [[Great War]], and over the next few decades colonized much of the former [[United States of America|United States]], becoming apex predators in many of the new, post-War ecosystems.
'''Deathclaws''' are a large, agile and strong species of [[Mutations and their causes|mutant]] [[wikipedia:Jackson's Chameleon|Jackson's Chameleon]]<ref name="Chameleons">[[Joseph (Fallout 2)|Joseph]] ([[Ocjoseph.msg]]) in ''[[Fallout 2]]'' says:
 
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{{Scrollable TOC}}
:''"Well, let's see... Deathclaws appear to be mutated Jackson's Iguanas{{sic}}, 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."''
 
</ref> created through genetic engineering, with the addition of DNA of various other species.<ref name="Norton" /> However, due to [[mutation]], they have lost their color-changing ability.
 
 
 
==Background==
 
==Background==
  +
<section begin="background" />Originally engineered before the [[Great War]] by the U.S. government as a cheap replacement for human troops during combat operations, deathclaws were derived from a mixed animal stock, primarily the popular Jackson's chameleon.<ref name="Chameleons">The [[Chosen One]]: ''"{131}{}{What can you tell me about the deathclaws?}"''<br />[[Joseph (Fallout 2)|Joseph]]: ''"{146}{}{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.}"''<br />''"{160}{}{Although they do not have vocal chords, the deathclaws seem to mimic human speech much the same as a parrot does. I have yet to discover the exact mechanism behind this, so I am unable to say more at this time. Socially, they are pack animals with a very rigid code of ethics. They are led by an 'alpha male' who rules with the mutual consent of the pack. They appear to be extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families as humans do.}"''<br />''"{161}{}{Their sense of right and wrong is very well defined. They do follow a code of ethics that is enforced by the pack as a whole. Violence is never used as a solution to a problem among the pack as far as I can see. There have been no 'capital crimes' committed here, so I can't say how those are handled. Hmmm. That's about all I can think of for now. I hope this helps you.}"''<br />([[Ocjoseph.msg|Joseph's dialogue]])</ref> Although the project was successful in creating a ferocious predator capable of surviving on its own in the wild, no references exist of them ever being deployed on the battlefield. After the Great War, deathclaws escaped into the wild and quickly spread across the continent. The [[Enclave]] had no hand in the deathclaw's creation, so far as the [[Enclave (Fallout 76)|Appalachian Enclave's]] research division knows, but they do note that the genetic manipulation looks similar to their own projects.<ref>[[Enclave research facility terminal entries#Subject C-01|Enclave research facility terminal entires; Cell block C console, Subject C-01]]</ref> Eventually, they were refined by the [[Master]] through genetic manipulation and the [[Forced Evolutionary Virus]].<ref name="Norton" group="Non-game">[[Fallout 2 Official Strategies & Secrets]] p. 27: ''"Deathclaws were originally created to replace humans during close-combat search-and-destroy missions. They were derived from mixed animal stock and then refined by the Master, using genetic manipulation. The resulting creature is almost unbelievably fast and powerful. Deathclaws are well named—they are the toughest ''animals'' that you will encounter in the Wastes."''<br />''"Unless you have Combat Armor, extremely heavy weaponry, and a lot of Stimpacks,{{sic}} running for the exit hexes at the first sign of a Deathclaw is your best chance of survival. If you're well equipped and want to stick it out, though, get in at least one shot at long range, because Deathclaws move so fast that you're unlikely to get another long-range attack as they charge you. They'll always close rapidly so they can use their powerful claws to tear and rend you. For maximum damage, use a Called Shot to the eyes when you shoot them. However, even with Called Shots, you'll need several good hits to put a Deathclaw down—use extreme caution (and save often) when fighting them."''<br />'''Note: '''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]]''.</ref> Because initial reports were limited to a series of isolated nests, deathclaws were viewed as legendary creatures by the various inhabitants of southern California.<ref>The [[Vault Dweller]]:''"{347}{}{Do you know anything about the Deathclaw?}"''<br />[[John Maxson]]:''"{262}{Gen_78}{Oh. Just another stupid rumor. Some people say it's a huge fanged monster and others say it's a vampire.}"''<br />([[MAXSON.MSG|John Maxson's dialogue]])</ref> However, the population in the [[Boneyard]] was keenly aware of their existence, as a lone den mother and her offspring claimed the area between Downey and Norwalk around 2161, keeping the [[Gun Runners]] in a checkmate while terrorizing other communities in the region.<ref>{{Color|Gray|[[Gabriel (Gun Runners)|Gabriel]]}}</ref> Also, a single deathclaw was found living near the outskirts of the [[The Hub|Hub]].<ref>[[Find the missing caravans]]</ref>
<section begin="background" />
 
The deathclaws were originally created before the [[Great War]] by the [[United States]] Military in order to replace humans during high risk, close combat, and search-and-destroy missions.<ref name="Norton">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.</ref>
 
   
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Their gradual spread throughout the wasteland raised awareness of their existence, until they entered common consciousness as a lethal predator. As stated above, the Enclave eventually continued their research project started before the war, developing intelligent deathclaws for use in hostile environments around [[Timeline#2235|2235]].<ref name="Bible02235" group="Non-game">[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2235 ''The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments."''</ref> On [[Timeline#2242|May 17, 2242]], the first successful pack was dropped into [[Vault 13 (Fallout 2)|Vault 13]] to cloak the presence of the Enclave and their abduction of the dwellers within. Following their first combat test, these deathclaws broke free of their Enclave masters, having become far more intelligent than anyone could foresee.<ref group="Non-game">[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2242 May 17 ''Enclave animal handlers drop a Deathclaw unit into Vault 13 from a safe distance to kill anyone investigating the Vault and cloak the Enclave's presence. Other Deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses.''"</ref> They began developing a unique culture, as the first known non-humanoid sentient beings in history.<ref>The [[Chosen One]]: ''"{123}{}{What are you doing here?}"''<br />[[Goris]]: ''{135}{}{I'm a student of sorts. I'm trying to learn as much as I can about the world and the different cultures that have developed. Right now I'm studying the culture the deathclaws are forming and comparing it to human development along similar lines. I've acquired just about all the information I need here. It would help my research a great deal if I could do some traveling. However, I don't want to go it alone, if you know what I mean.}"''<br />([[Ocgoris.msg|Goris' dialogue]])</ref> However, their intelligence was discovered by [[Schreber|Dr. Schreber]] of [[Navarro]], whose report led to the extermination of intelligent deathclaws with extreme prejudice.<ref>The deathclaw massacre within ''[[Fallout 2]]''.</ref> Subsequent experimentation involved the aforementioned [[domestication unit]]s, although by the end of the 23rd century.<ref name="RRTerminal">[[Raven Rock terminal entries#Note Regarding Recent Delivery|Raven Rock terminal entries; delivery terminal, Note Regarding Recent Delivery]]</ref><section end="background" />
Around [[Timeline#2161|2161]], deathclaws were still mysterious and legendary creatures to many inhabitants of southern California. They could only be found in the [[Boneyard]] at the [[Deathclaw Warehouse|Warehouse]], with a mother living here, one in a former [[Deathclaw's Lair|deathclaw's nest]] and around the [[Hub]], some times attacking caravans or travelers. Later, as the deathclaw population grew and really spread across the continent, the deathclaws stopped being perceived as legendary beasts, and started to be seen just as another dangerous creature.<section end="background" />
 
   
 
==Biology==
 
==Biology==
  +
[[File:Deathclaw_fo4.png|right|thumb|200px|A deathclaw]]
<section begin="biology" />
 
  +
<section begin="biology" />Deathclaws are a large, carnivorous,<ref>In the quest [[Stop brahmin raids]], [[Roger Westin]] mentions raids for food – the principal target being the NCR's brahmin herds.</ref> bipedal reptile species, designed for maximum lethality. The choice to make them bipedal was natural, as bipedalism raises the head, providing a greater field of vision and thus improving the ability to detect targets or resources. The upper limbs were also freed by this choice and could be fashioned into extremely dangerous weapons. The caveat is that the deathclaw is not as fast as a quadrupedal animal, though this is a largely academic concern. However, deathclaws have been observed running on all fours when charging prey. The rippling musculature of the deathclaw provides it with superior strength, excellent speed, and incredible resilience in most combat situations.<ref>[[Gruthar]]: ''"{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"''<br />([[Ocgrutha.msg|Gruthar's dialogue]])</ref><ref name="Norton" group="Non-game" /><ref name="Chameleons">The [[Chosen One]]: ''"{131}{}{What can you tell me about the deathclaws?}"''<br />[[Joseph (Fallout 2)|Joseph]]: ''"{146}{}{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.}"''<br />''"{160}{}{Although they do not have vocal chords, the deathclaws seem to mimic human speech much the same as a parrot does. I have yet to discover the exact mechanism behind this, so I am unable to say more at this time. Socially, they are pack animals with a very rigid code of ethics. They are led by an 'alpha male' who rules with the mutual consent of the pack. They appear to be extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families as humans do.}"''<br />''"{161}{}{Their sense of right and wrong is very well defined. They do follow a code of ethics that is enforced by the pack as a whole. Violence is never used as a solution to a problem among the pack as far as I can see. There have been no 'capital crimes' committed here, so I can't say how those are handled. Hmmm. That's about all I can think of for now. I hope this helps you.}"''<br />([[Ocjoseph.msg|Joseph's dialogue]])</ref> Deathclaws communicate with each other in a pack using growls and body language, though they are also capable of mimicking human voices like a parrot if their intelligence is artificially increased.<ref name="Chameleons"/>
Deathclaws have a hunchbacked, humanoid build and 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 allmost 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, resilience and strength in close combat, making them an extreme threat at all times. Though they were originally mutated chameleons, they have lost the ability to camouflage themselves.
 
   
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Their strength is further magnified by their claws. Owing to their lineage, the deathclaw has opposable thumbs, though an additional two fingers were coded into the genome, for a total of five fingers on each hand. Each terminates in a sharp talon that allows the reptile to wound and kill with frightening efficiency; a single swipe is capable of bisecting an unarmored human<ref>The [[Vault Dweller]]: ''"{141}{}{Where can I find the Gun Runners located?}"''<br />[[Razor (character)|Razor]]: ''"{158}{}{The Gun Runners are over to the east and then north of here. But be careful - Death Claws are not to be taken lightly. I've seen a Death Claw tear a man in half with one swipe.}"''<br />([[RAZOR.MSG|Razor's dialogue]])</ref> in seconds.<ref>[[Fallout 4 loading screens|''Fallout 4'' loading screens]]: ''"No creature represents the danger of the Wasteland as much as the Deathclaw, which uses razor-sharp claws to rip apart its prey... in seconds."''</ref> Deathclaw hide is extremely tough, providing an excellent defense against blunt and edged weapons. Firearms and energy weapons are reliable tools for killing a deathclaw, though lower powered variants are likely to have trouble piercing its skin. The defense is enhanced by horns and dorsal spikes, making melee combat a very dangerous proposition.<ref name="Chameleons" /><ref>Deathclaw appearance across the [[Fallout series|''Fallout'' series]].</ref>
Deathclaws are very aggressive, territorial, and carnivorous. They typically live in small 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.
 
   
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However, while they are difficult opponents, their keen senses can be used against them. Loud noises and bright light, such as that emitted by flares, can be used to deter a deathclaw's advance or even keep it at bay.<ref>[[NCR Radio distress beacon]] and [[Flash bang information]]</ref><section end="biology" />
Although they do not have vocal cords, they can growl and shout, and 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.
 
   
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===Behavior===
Interestingly, 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.<section end="biology" />
 
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Deathclaws are pack animals, with the leadership role assumed by the alpha pair, the strongest male and female deathclaws in the group. The remainder of the pack follows the leaders and migrates along with them.
   
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Coupled with their pack behavior is a fierce territorial instinct. Deathclaws will usually opt for territories away from inhabited areas (most likely due to noise), but may settle into temporarily abandoned human buildings and areas, as was the case with the Boneyard warehouses circa [[Timeline#2161|2161]] or [[Quarry Junction]] in [[Timeline#2181|2281]].<ref>The [[Courier]]: ''"Have you had problems with Deathclaws before?"''<br />[[Chomps Lewis]]: ''"We'd see them occasionally, but they didn't seem too keen on getting too close to the quarry. Not sure if it was the noise or all the workers. I can't believe that an entire pack moved into the quarry. I thought that kind of bad luck only happened in New Vegas."''<br />([[QJChompsLewis.txt|Chomps Lewis' dialogue]])</ref> Once it claims a territory, a pack is exceedingly difficult to dislodge, as the alpha male will not abandon a claimed territory even if the pack mother is killed,<ref>The [[Courier]]: ''"I killed the Mother Deathclaw."''<br />[[Chomps Lewis]]: ''"You... you did? That's pretty amazing - I figured you'd need artillery to take her out. I hate to say it, but as long as the Alpha Male is still alive, that pack isn't going anywhere, even with the Deathclaw Mother out of the picture."''<br />([[QJChompsLewis.txt|Chomps Lewis' dialogue]])</ref> while the alpha female will simply choose another mate to procreate.<ref>The [[Courier]]: ''"I killed the Deathclaw Alpha Male."''<br />[[Chomps Lewis]]: ''"You... you did? That's pretty amazing - I figured you'd need artillery to take him out. I hate to say it, but as long as the Deathclaw Mother is still alive, that pack isn't going anywhere. She'll take another mate and keep laying eggs."''<br />([[QJChompsLewis.txt|Chomps Lewis' dialogue]])</ref> As such, reclaiming a deathclaw territory usually requires either killing both pack leaders, causing the pack to scatter,<ref>The [[Courier]]: ''"I could take care of your Deathclaw problem."''<br />[[Chomps Lewis]]: ''"Have you even seen a Deathclaw? They're taller than a man and far, far stronger and faster. And, there's a whole pack of them out there. You'd have to be the meanest, toughest, roughest bastard in the wasteland to have any chance against them, and I don't think that's you. You'd need to take out the pack leaders - the Mother Deathclaw and the Deathclaw Alpha Male. Kill 'em, and the pack will scatter. Pretty tough job."''<br />([[QJChompsLewis.txt|Chomps Lewis' dialogue]])</ref> or wiping out the entire pack. Neither is particularly easy.<ref>[[Exterminate the deathclaws]]</ref>
==Variants==
 
===Deathclaw===
 
[[File:Deathclaw fo1.gif|right]]
 
{{Gamearticle|FO1|FO2|FO3|FNV|VB|JES|link6=w:c:Falloutpnp:Simple: Critters#Deathclaw}}
 
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-points and lethal melee attacks. Ironically, their social nature adds to their lethal image: it's not uncommon to encounter regular deathclaws in groups of three or four.
 
{{clear}}
 
   
===Enclave deathclaw===
+
===Reproduction===
[[File:Enclave deathclaw.png|150x120px|right]]
+
[[File:Deathclaw_eggs.png|right|140px|thumb|A pile of hardy deathclaw eggs.]]
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Deathclaws are made even more dangerous by their reproductive instincts. Unlike Jackson's chameleons, deathclaws are an oviparous species, female deathclaws will lay eggs in clusters, sired by the strongest male deathclaws in the pack, typically the alpha male. Survival of the pack is coded into deathclaws and the pack leaders will instinctively select only the strongest partners for procreation.<ref>The [[Chosen One]]: ''"{111}{}{Who is the deathclaw father?}"''<br />[[Kerith]]: ''"{123}{}{These eggs were sired by Gruthar, the pack leader. It is Gruthar who decides who will mate and who will not. The pack will be made strong by Gruthar.}"''<br />([[Ockerith.msg|Kerith's dialogue]])</ref> If killed, the pack mother will typically be replaced by another female in short order.<ref>The [[Chosen One]]: ''"{119}{}{There are other mothers?}"''<br />[[Kerith]]: ''"{120}{}{Yes, there are more mothers. Should anything happen to me, one will be chosen to take my place. The pack must survive.}"''<br />([[Ockerith.msg|Kerith's dialogue]])</ref>
{{Gamearticle|FO3|link1=Deathclaw (Fallout 3)#Enclave deathclaw}}
 
These deathclaws are equipped with mind-control headgear that allows [[Enclave]] soldiers to mind-control who they target. If the player attacks their headgear, the deathclaw may [[frenzy]]. They will attack any non-Enclave personnel, including other deathclaws. They can, however, be temporarily controlled with the [[deathclaw control scrambler]]. They are frequently found in cages with 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.
 
{{clear}}
 
   
  +
[[Deathclaw egg]]s are large, weighing up to twelve pounds (5.5 kilograms)<ref>Chosen One: "''{179}{}{You mentioned something about Rose?} ''"<br/>Miria: "''{183}{}{Ah, Rose. The proprietor of Rose's Bed and Breakfast. Now, you didn’t hear it from me, but have you ever wondered why her ‘coop’ is so well protected? She says it’s to protect her chickens from predators, but if you look closely it looks as if she’s trying to keep something in rather than out. Plus, whoever heard of chickens laying twelve pound Eggs?}''"<br/>([[McMiria.msg]])</ref>, durable and resilient, with a remarkably long shelf life.<ref name="JasEgg">The [[Courier]]: ''"Where can I find a Deathclaw egg?"''<br />[[Jas Wilkins]]: ''"The quarry just north of here is full of Deathclaws, so there's bound to be an egg or two in there somewhere. Of course, a Deathclaw egg from anywhere will do. According to my Aunt Rose, those things have a ridiculously long shelf life."''<br />([[QJJasWilkins.txt|Jas Wilkins' dialogue]])</ref> Deathclaws will seek out dark, sheltered areas to set up their nests.<ref>''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'', ''[[Broken Steel]]'' and ''[[Fallout: New Vegas]]'' show nests in these areas.</ref> Lone deathclaws will also claim territories and create nests, usually in sheltered, secluded areas. If they are female and have been impregnated by a male deathclaw, they will prepare a separate nest for their young, protecting their hardy eggs with whatever small objects are at hand, such as small rocks, fallen leaves, twigs, and bones leftover from their meals.<ref>[[:File:Fo4devilsduedeathclawfriend.jpg|Example nest of a mature deathclaw]].</ref>
===Mother deathclaw===
 
  +
[[File:Deathclawmother.png|150x120px|right]]
 
  +
A juvenile deathclaw is born without prominent horns or dorsal spikes, which grow as it matures, and both of which act as secondary sex characteristics. Horns grow forwards on males, with larger being the more desirable,<ref name="Alpha">Deathclaw alpha male</ref> and grow back and upwards on females.<ref name="Mother">[[Deathclaw mother]] in ''Fallout: New Vegas''</ref> Dorsal spikes grow much the same way as horns on males and act much the same way with larger being more desirable,<ref name="Alpha" /> but on females, dorsal spikes do not grow as large as they do on males and tend to be short in comparison.<ref name="Mother" /> Claws, on the other hand, are present from day one. Baby deathclaws are born with a light brown skin tone and live under the protection of their parents within the pack.<ref>[[Baby deathclaw]] appearance and behavior.</ref> The skin darkens as the deathclaw matures, reaching deep brown upon entering adulthood,<ref>Adult deathclaw appearance.</ref> and eventually dark brown, black or even black and blue for old, experienced claws.<ref>Appearance of alpha males and females.</ref>
{{Gamearticle|FO1|FO2|FNV|FOT|link3=Deathclaw (Fallout: New Vegas)#deathclaw mother|link4=Mother (Fallout Tactics)}}
 
  +
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 its place when it dies. Mother deathclaws can be distinguished from males by their dark olive color, barbed tails and back curving horns. They also seem to have a bloated abdomen, presumably from eggs, and are generally larger in size than normal deathclaws.
 
  +
===Relationship with humans===
{{clear}}
 
  +
While deathclaws do not actively seek out human habitats to attack, human expansion inevitably leads to the two species coming into contact, usually by accident.<ref group="Non-game">[[Fallout 3 Official Game Guide]] Game of the Year Edition p. 80: ''"'''Kidd'''''<br />''Kidd is part of a group of likeminded Ghouls that decided to forge ahead into unexplored territories under the leadership of Sanders, and set up a new Ghoul Settlement to rival Underworld. Kidd and Wint are leaving this area at speed, as their camp has been compromised by Deathclaws they had tragically overlooked the whereabouts of."''<br />([[Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census]])</ref><ref>The [[Vault Dweller]]: ''"{103}{}{Why don't you get many visitors?}"''<br />[[Gabriel (Gun Runners)|Gabriel]]: ''"{105}{}{This place isn't very accessible with a nest of those damn Deathclaws right outside our factory.}"''<br />([[GABRIEL.MSG|Gabriel's dialogue]])</ref> Deathclaws are incredibly dangerous to humans, no matter how well prepared they are. Even [[Brotherhood of Steel]] patrols are known to suffer severe casualties if they walk into a deathclaw's territory unaware.<ref>The [[Lone Wanderer]]: ''"Dying? How awful! What happened to you?"''<br />[[Linden|Branchtender Linden]]: ''"I was a Brotherhood of Steel Outcast. We had a deep patrol out here, looking for some tech and then got jumped by some Deathclaws. They shredded everyone else and left me bleeding to death. If it wasn't for Oasis and Bloomseer Poplar, I'd be dead right now. Honestly, I've never seen anything like this place... it's beautiful. It's a shame only a few people will ever get to see it."''<br />([[OasisBranchtenderLinden.txt|Branchtender Linden's dialogue]])</ref> The Enclave sought to exploit their fierce instincts and ferocity and use them as cheap, expendable troops for use in hostile environments. Their initial experiments, starting in [[Timeline#2235|2235]],<ref name="Bible02235" group="Non-game">[[Fallout Bible 0#Timeline repair: Second strike|Fallout Bible 0]]: "2235 ''The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments."''</ref> focused on using a modified FEV strain to artificially increase the intelligence of deathclaws and succeeded in creating a single pack of modified, [[intelligent deathclaw]]s led by [[Gruthar]]. Intended to only be smart enough to follow orders issued by their handlers, they have developed far higher intelligence than the project assumed was possible. After the first unit was fielded, Doctor Schreber's experimentation revealed that fact and the whole breed was summarily exterminated at the site they were first unleashed: [[Vault 13 (Fallout 2)|Vault 13]].<ref>The [[Chosen One]]: ''"{119}{}{Why is there a deathclaw in the other room?}"''<br />Schreber: ''"{143}{}{The Enclave has been looking for cheap, expendable soldiers. We are interested in deathclaws because they have built in armor and weapons, and they're mean as hell. They just need to be smarter so they can understand commands but not too smart or they could develop a will of their own. With me so far?}"''<br />The Chosen One: ''"{145}{}{Yes, I follow you.}"''<br />Schreber: ''"{146}{}{Well we succeeded! We actually managed to increase their intelligence. However, I began to suspect that we went too far. That maybe they were a lot smarter than they were letting on. So when I was transferred here I brought one of them with me so I could put my theory to the test.}"''<br />The Chosen One: ''"{147}{}{And?}"''<br />Schreber: ''"{148}{}{I was right! The deathclaws have apparently been playing dumb, biding their time, and trying to learn as much as they can from us. They can even mimic human speech! I've actually had a conversation with that fellow in the next room.}"''<br />Schreber: ''"{149}{}{Anyway. The fact that they were capable of conceiving this plan and pulling off the deception shows just how dangerous they are.}"''<br />The Chosen One: ''"{151}{}{So what do you plan to do now?}"''<br />Schreber: ''"{152}{}{I'm going to write a report on my findings and have it transmitted to the Enclave. Of course I'll have to recommend the extermination of the deathclaw breed. They are much too dangerous a threat.}"''<br />([[Ccdoctor.msg|Schreber's dialogue]])</ref> Subsequent efforts, once the Enclave regrouped at [[Raven Rock]], were focused on cruder, but more reliable methods: [[domestication unit]]s. These devices are [[Cybernetic organism|surgically implanted]] into a captive deathclaw's brain and skull, allowing Enclave troops to issue commands to the fierce reptiles as if they were pets.<ref name="RRTerminal"/> Of course, even without human interference, deathclaws are a continuing hazard in the wastelands. Despite the efforts of hunter teams, they continue to set up nests throughout the wastelands.<ref>[[Fallout: New Vegas loading screens|''Fallout: New Vegas'' loading screen hints]]: ''"Despite the best efforts of well-equipped hunters, Deathclaws continue to establish nests across the Mojave Wasteland."''</ref>
  +
  +
The ferocity of deathclaws and their incredible resilience has earned them the respect and fear of wastelanders. Initially, the existence of deathclaws was treated with skepticism in the first century after the war,<ref>Hubber: ''"{102}{}{Is it true? Does… did the Deathclaw really exist?}"''<br />([[HUBBER.MSG|Hubber's dialogue]])</ref> and many considered them a tall tale, on the order of ghosts and demons.<ref name="bethdc">The [[Vault Dweller]]: ''"{110}{}{What do you know about the Deathclaw?}"''<br />[[Beth (Fallout)|Beth]]: ''"{240}{}{The Deathclaw is the most evil thing to rise out of the ashes after the War. Some say it's a powerful ghost from the war that haunts the land. It's no ghost, it's as real as you and me. It's 20 feet tall with teeth as big as your arm. It's some kind of demon that found it's way here when the world was engulfed in fire.}"''<br />([[HBETH.MSG|Beth's dialogue]])</ref> However, the steady increase in deathclaw populations eventually secured them a place in the common consciousness. When used for comparisons, deathclaws are usually synonymous with ferocity and resilience.<ref>The [[Courier]]: ''"Tell me about the Rangers."''<br />[[Stepinac]]: ''"We're part scout, part commando, part sheriff. The training is brutal, and I'd say eight out of ten recruits washes out before the end. Before you get your Ranger badge, you've got to prove you can be quieter than a shadow and more ferocious than a Deathclaw."''<br />([[RSCharlieStepinac.txt|Stepinac's dialogue]])</ref> Occasionally, they're used to insult people; allegedly, they're as bad as marketing directors.<ref>The [[Chosen One]]: ''"{244}{}{How's the glasses?}"''<br />[[Renesco]]: ''"{951}{}{Goddamn whatever Deathclaw or marketing director spawned you! You WANT something?! Here! HERE! Take THIS! Take ALL I have! Anything to get you to LEAVE ME ALONE!}"''<br />([[NcRenesc.msg|Renesco's dialogue]])</ref> Other examples of deathclaw presence in popular culture is the expression "''deathclaw in a mating season''",<ref>[[New Reno prostitute]]: ''"{331}{}{Wanna pretend we're deathclaws in mating season?}"''<br />([[NcProsti.msg|New Reno prostitute's dialogue]])</ref> and, allegedly, deathclaw ''costumes''.<ref>[[New Reno prostitute]]: ''"{398}{}{So he dresses up in this Deathclaw costume, then…}"''<br />([[NcProsti.msg|New Reno prostitute's dialogue]])</ref>
  +
  +
Deathclaw eggs are also a known delicacy, used to make [[wasteland omelet|omelettes]] that are highly nourishing and delicious.<ref name="JasEgg"/>
  +
  +
==Variants==
  +
Deathclaws are primarily differentiated by age and gender, from the youngest, "baby" deathclaws, to the terrifying legendary male deathclaws.
   
 
===Baby deathclaw===
 
===Baby deathclaw===
[[File:Babydeathclaw.png|100x80px|right]]
+
[[File:Babydeathclaw.png|70px|right]]
{{Gamearticle|FO1|FO2|FNV|FOT|FOBOS|link4=Hairy deathclaw|link5=Experimental deathclaw}}
+
{{Gamearticle|FO1|FO2|FNV|FOT|FOBOS|link2=Deathclaw (Fallout)|link4=Hairy deathclaw|link5=Experimental deathclaw}}
  +
The smallest, youngest deathclaws are by no means non-threatening. While under the protection of their pack and especially their mother, babies are dangerous as they possess the fearsome claws and an attitude to match. They are also an estimated 50% smaller than adults.
Baby deathclaws are the smallest, and weakest forms 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.
 
  +
  +
Their relationship with their mother results in them fighting to protect their mother (which means they will rush any threat alongside her). If they are killed, the deathclaw mother will typically go berserk and attack any target in the vicinity, even pack mates. If the mother is dispatched, her children will flock to her body.
 
{{clear}}
 
{{clear}}
   
 
===Young deathclaw===
 
===Young deathclaw===
[[File:Babydeathclaw.png|150x120px|right]]
+
[[File:Babydeathclaw.png|80px|right]]
 
{{Gamearticle|FNV|FOBOS|link1=Deathclaw (Fallout: New Vegas)#Young deathclaw|link2=Experimental deathclaw}}
 
{{Gamearticle|FNV|FOBOS|link1=Deathclaw (Fallout: New Vegas)#Young deathclaw|link2=Experimental deathclaw}}
  +
Adolescent deathclaws are identical to juveniles in all, except one: size. They are nearing the size of an adult and thus only 25% smaller than an adult. They still remain within the pack but are tougher, faster and more deadly than babies.
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.
 
 
{{clear}}
 
{{clear}}
   
===Blind deathclaw===
+
===Deathclaw===
[[File:Deathclaw.png|150x120px|right]]
+
[[File:Deathclaw fo1.gif|right]]
{{Gamearticle|FNV|link1=Deathclaw (Fallout: New Vegas)#Blind deathclaw}}
+
{{Gamearticle|FO1|FO2|FO3|FNV|FO4|F76|FOS}}
  +
Male deathclaws that reach sexual maturity are easily recognizable by their brown skin and prominent, fully formed horns. They are fast, deadly and resilient, capable of dispatching nearly any threat with ease.
Blind deathclaws are a weaker variant found in the [[Mojave Wasteland]], and appear in both adult and baby form. Although not able to see, they have superb hearing, which makes approaching them unnoticed very hard, if not impossible.
 
  +
  +
Moreover, male deathclaws tend to congregate and travel in packs. Lone adults are the exception, rather than the rule.
 
{{clear}}
 
{{clear}}
   
 
===Deathclaw alpha male===
 
===Deathclaw alpha male===
[[File:DeatclawAlphaFNV.png|150x120px|right]]
+
[[File:DeatclawAlphaFNV.png|90px|right]]
 
{{Gamearticle|FNV|link1=Deathclaw (Fallout: New Vegas)#Deathclaw alpha male}}
 
{{Gamearticle|FNV|link1=Deathclaw (Fallout: New Vegas)#Deathclaw alpha male}}
  +
Fully mature adult deathclaws that avoid death at the hands of the various wasteland horrors will usually mature into alpha deathclaws. Their horns are longer, more curved and thicker than a regular adult, while their skin takes on a dark brown, even black hue with age. The brown markings also become visible. Alpha males have siring privileges and are usually found heading entire packs of deathclaws.
The alpha deathclaw is the strongest of all the deathclaws after the legendary deathclaw. The deathclaw alpha is much different in appearance, being darker in color and having large horns.
 
  +
{{clear}}
  +
  +
===Mother deathclaw===
  +
[[File:Deathclawmother.png|110px|right]]
  +
{{Gamearticle|FO1|FO2|FNV|FOT|link2=Deathclaw (Fallout)|link3=Deathclaw (Fallout: New Vegas)#deathclaw mother|link4=Mother (Fallout Tactics)}}
  +
Adult female deathclaws are distinguished by a skin color that mixes olive and blue, horns curving backward, rather than forwards, barbed tails and a prominent flap of skin roughly where the cloaca is. Mother deathclaws (also called matriarchs) exclusively lay clutches sired by the pack's most powerful males, typically the alpha.
 
{{clear}}
 
{{clear}}
   
 
===Legendary deathclaw===
 
===Legendary deathclaw===
[[File:FNV DeatclawAlpha.png|150x120px|right]]
+
[[File:FNV_DeathclawAlpha.png|190px|right]]
 
{{Gamearticle|FNV|link1=Deathclaw (Fallout: New Vegas)#Legendary deathclaw}}
 
{{Gamearticle|FNV|link1=Deathclaw (Fallout: New Vegas)#Legendary deathclaw}}
  +
Found only within the [[Dead Wind Cavern|Dead Wind cavern]] in the [[Mojave Wasteland|Mojave]], the legendary deathclaw is an alpha male deathclaw that managed to survive long enough to achieve a size a full 25% larger than regular adult deathclaws, with massive horns and claws to match. This particular specimen is responsible for the death of a [[Brotherhood of Steel]] [[Brotherhood of Steel/Ranks#Paladins|paladin]] who tried to explore the cave.
The legendary deathclaw is the biggest and most lethal variant of deathclaw. It looks slightly different than all other deathclaws, having gray skin and expanded horns and fangs. It is located in Dead Wind cavern along with many other deathclaws. It and the other deathclaws located in Dead Wind cavern are considered the guardians of [[Mercy]], the unique grenade machinegun found near the legendary deathclaw on a dead Brotherhood of Steel paladin.
 
 
{{clear}}
 
{{clear}}
   
===Intelligent deathclaw===
+
===Deathclaw subtypes===
  +
====Blind deathclaw====
  +
[[File:Deathclaw.png|180px|right]]
  +
{{Gamearticle|FNV|link1=Deathclaw (Fallout: New Vegas)#Blind deathclaw}}
  +
Wounded deathclaws that lost their eyesight can be found in the Mojave. While weaker than completely healthy deathclaws, they have excellent hearing to compensate, making it nearly impossible to sneak by.
  +
{{clear}}
  +
  +
====Intelligent deathclaw====
  +
[[File:Deathclaw fo1.gif|right]]
 
{{Gamearticle|FO2|link1=Intelligent deathclaw}}
 
{{Gamearticle|FO2|link1=Intelligent deathclaw}}
  +
The result of Enclave experiments, Gruthar's pack was subjected to FEV injections that conferred increased intelligence in order to create expendable troops for use in hostile environments. The project succeeded beyond the Enclave's intent, giving the pack intelligence ranging from that comparable to a human eight-year-old to matching or even surpassing adult humans. The increase in intelligence brought with itself sentience and self-awareness, which coupled with their instincts and pack behavior created fearsome predators. The emergence of intelligence also brought conscience along with it. Gruthar's rational thought led to the pack adopting an isolationist, pacifist philosophy to allow for the coexistence of humans and deathclaws. However, they did not avoid violence if it was necessary for the survival of the pack.<ref name="Chameleons" />
In [[Timeline#2235|2235]], the [[Enclave]] captured many deathclaws and exposed them to [[Forced Evolutionary Virus|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 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 F.E.V. exposure; this trait is not explained.
 
  +
  +
All intelligent deathclaws were executed by Enclave's special operations unit led by [[Frank Horrigan]].<ref>''[[Fallout 2]]'' event.</ref><ref group="Non-game">[[Fallout Bible 6#Talking deathclaws|Fallout Bible 6]]: ''"BTW, the talking deathclaws were destroyed at the end of Fallout 2. Xarn and Goris did not go on to create a new species. They are gone. Kaput. Goodbye. In fact, any mutant animal that talks can safely be assumed to have died at the end at the exact minute that Fallout 2 was over.''<br />''Any last words, talking animals?''<br />''I thought not."''</ref>
 
{{clear}}
 
{{clear}}
   
===Albino deathclaw===
+
====Albino deathclaw====
[[File:Goris1.gif|right]]
+
[[File:FO4 Albino Deathclaw Walk.jpg|right|140px]]
{{Gamearticle|FO2|link1=Goris}}
+
{{Gamearticle|FO4|link1=Deathclaw (Fallout 4)#Albino deathclaw}}
  +
These deathclaws have suffered depigmentation of their skin. They are incredibly deadly, intelligent, and more durable than most deathclaws. Exposure to FEV that granted them increased intelligence also caused their skin to lose melanin, becoming stark white, and the eyes to stop producing pigment, allowing for their retina and the blood vessels to be seen.
An extremely rare deathclaw, that only one of this variant has been seen in the Wastelands. The albinism is due to a different mutation with [[Forced Evolutionary Virus|FEV]],<ref name="Fallout Bible">[[Fallout Bible]]</ref> his hide is completely dark gray instead of earth-tone colors like other normal deathclaw and his eyes are red. This variant also seems to have a sensitive hide because he always wears his robe and will only remove it during combat. He also has a telepathic sense connecting him with his brothers, seen when the Enclave attack [[Vault 13]].
 
  +
{{clear}}
   
===Hairy deathclaw===
+
====Enclave deathclaw====
  +
[[File:Enclave deathclaw.png|100px|right]]
{{FOT}}
 
  +
{{Gamearticle|FO3|FO4|FOS|link1=Deathclaw (Fallout 3)#Enclave deathclaw|link2=Deathclaw (Fallout 4)#Enclave deathclaw|link3=Deathclaw (Fallout Shelter)#Enclave deathclaw}}
[[File:FOT deathclaw.jpg|150x120px|right]]
 
  +
An adult deathclaw captured by the Enclave in the [[Capital Wasteland]] can be fitted with a [[domestication unit]], a special contraption mounted to the skull of the creature and connected to the brain, giving Enclave personnel the ability to use these ferocious predators like guard [[dog]]s. Deathclaws controlled in this manner do not consider Enclave personnel a threat, but the [[Brotherhood of Steel (Fallout 3)|Lyons' Brotherhood of Steel]] developed [[Deathclaw control scrambler|a device that can scramble the control signal and reverse the IFF]], making Enclave personnel the only valid targets for the deathclaw and then detonating the domestication unit as a failsafe.<ref>Appearances in the ''[[Broken Steel]]'' add-on.</ref>
{{gamearticle|FOT|link1=Hairy deathclaw}}
 
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 [[Timeline#2197|2197]], which means that they probably developed speech through spontaneous mutation, or were experimented on by someone other than the Enclave. Another possibility that they were designed to have an intellect and ability to speak before the Great War.
 
   
  +
Enclave units typically hold deathclaws in transport cages (a pre-War design), released when needed. Some patrols may choose to field them directly, however, at the discretion of the commanding officer.
The hairy deathclaws are more matriarchal than their [[Core Region]], [[Capital Wasteland]] and [[Mojave Desert]] counterparts, with packs being led by Matriarch. While infant, these deathclaws are less hairy and seems to be absolutely unintelligent, behaving like an animal or simply following the adults. They presumably become self-aware when they grow up.
 
 
{{clear}}
 
{{clear}}
   
===Experimental deathclaw===
+
====Hairy deathclaw====
  +
[[File:FOT deathclaw.jpg|110px|right]]
{{FOBOS}}
 
  +
{{gamearticle|FOT|link1=Hairy deathclaw}}
[[File:ExperimentalDeathclaw2.png|150x120px|right]]
 
  +
[[File:Gametitle-FOT.png|20px|Gray paragraphs are based on Fallout Tactics and were not confirmed by primary sources]] {{Color|gray|An entirely separate species that was termed deathclaw due to the similarity in behavior and, of course, the fearsome claws, the eastern hairy deathclaw is a unique creature that emerged in the territories belonging to the states of Illinois, Missouri, and Kansas.}}<ref>Habitat, as seen in ''[[Fallout Tactics]]''.</ref>
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
 
  +
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 insure 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.
 
  +
{{Color|gray|These deathclaws exhibit traits similar to mammals.<ref group="Non-game">[[Mother (Fallout Tactics)|Mother]]: ''"M07_Mother_D01 = { Who wantss to sssuck a nipple firsst? }"''<br />([[MIS 07 Speech.txt#Mother|MIS 07 Speech.txt]])</ref> The body is covered in a thick layer of fur, providing them with excellent protection from the elements, while their thick, leathery skin grants these deathclaws increased defense against projectiles and melee weapons. They are easily distinguishable by a crest of five horns protruding from their skull and a single nasal horn. The eponymous claws are also much less pronounced than in their reptilian cousins. Hairy deathclaws have developed a natural intelligence and sentience, as well as the ability to mimic human speech. They are self-aware and sentient, though precisely when the transition occurs is unknown.}}<ref>Hairy deathclaw appearances.</ref>
   
  +
{{Color|gray|There is only one known extant brood of these deathclaws, which was controlled by the [[Beastlords]] by imprisoning [[Mother (Fallout Tactics)|Mother]], the matriarch of the brood.}}
The [[Vault-Tec Industries|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.
 
 
{{clear}}
 
{{clear}}
   
===Experimental baby deathclaw===
+
====Experimental deathclaw====
  +
[[File:ExperimentalDeathclaw2.png|110px|right]]
 
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
 
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
  +
[[File:Gametitle-FOBOS.png|20px|Gray paragraphs are based on Fallout: Brotherhood of Steel and were not confirmed by primary sources]] {{Color|gray|Developed within the [[Corporate Vault]], the experimental deathclaw is an offshoot of the regular deathclaw development program undertaken by [[Vault-Tec Corporation|Vault-Tec]]. Increased muscle mass and naturally grown exoskeleton with prominent spikes were achieved at the expense of eyesight.}}
Weakest variant of the experimental deathclaw. They are dark brown, small, their claws are weak and their skin still has no exoskeleton.
 
   
  +
{{Color|gray|Experimental deathclaw variants include baby deathclaws, elder deathclaws, adolescent deathclaws and mother deathclaws.}}
===Experimental elder deathclaw===
 
[[File:ElderExperimentalDeathclaw.png|150x120px|right]]
 
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}The oldest of the experimental deathclaws. They are grey, brutish and slow. It's much stronger and capable of causing more damage than the normal deathclaw.
 
 
{{clear}}
 
{{clear}}
   
===Experimental chameleon deathclaw===
+
====Chameleon deathclaw====
[[File:ExperimentalChameleonDeathclaw.png|150x120px|right]]
+
[[File:ExperimentalChameleonDeathclaw.png|110px|right]]
 
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
 
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
  +
[[File:Gametitle-FOBOS.png|20px|Gray paragraphs are based on Fallout: Brotherhood of Steel and were not confirmed by primary sources]] {{Color|gray|An experimental variant of the deathclaw, with an epidermis capable of adapting its appearance to its surroundings, providing it with a natural form of active camouflage, effectively making them invisible.}}
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.
 
 
{{clear}}
 
{{clear}}
   
  +
==Notes==
===Experimental adolescent deathclaw===
 
  +
According to [[Joseph (Fallout 2)|Joseph]], it appears that the Jackson's chameleon was used as the basis.<ref name="Chameleons" />
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
 
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 deathclaw===
 
{{Gamearticle|FOBOS|link1=Experimental deathclaw}}
 
The Experimental mother deathclaw is also grey and big like the normal mother deathclaw, but has a highly developed exoskeleton. Her head is protected by a natural crown and she has a lot of spikes coming out from her back. She also has a strange ability to regenerate from radioactive pools found in her den, which is probably is result of modified FEV's regenerative features.
 
   
 
==Behind the scenes==
 
==Behind the scenes==
  +
<section begin="Behind the scenes" />
The deathclaws are a reference to the Shadowclaws in ''[[Wasteland (game)|Wasteland]]''. In [[Scott Campbell]]'s original concept art (see: [[#Gallery|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.<ref name="Taylor@NMA">[http://nma-fallout.com/forum/viewtopic.php?p=452924#452924 Chris Taylor] at [[No Mutants Allowed]] forum</ref>
 
  +
{{Quotation|Was it always a big scaly lizard thing? Nope. My initial design for this terrible creature was a the apex predator of the wasteland, a mix of wolverine and brown bear, mutated by the FEV. It could survive any environment and feared nothing; a legendary force of nature that struck terror into the hearts of men! Unfortunately, the artists took one look at my concept sketch and said, 'Dude, that's way too much hair.' It was true. The Wolverine-bear was very furry, and there was just no way around it.
   
  +
So here's what happened: the newly formed Black Isle started work on what would be Planescape: Torment. One of the first art pieces was a monstrous creature called a Tarrasque. It was sculpted in clay and was then point-by-painstaking-point digitized into a 3D model. As Planescape moved forward, it turned out that the Tarrasque wouldn't actually be featured in its design, leaving that tasty model in disuse. Thus, the furry wolverine-bear became a hairless reptilian biped. (Take a look at page 339 of the D&D second edition Monster Manual. Holy cats! It's a Deathclaw!)|[https://archive.is/AijoL Scott Campbell, ''Origins of Fallout'' No Mutants Allowed]}}
According to the [[Fallout Bible]],<ref>[[Fallout Bible 8]]</ref> after a [[wikipedia:Dungeons & Dragons|Dungeons & Dragons]] computer game made by [[Interplay]] was cancelled, deathclaws were modelled (visually) on the [[wikipedia:Tarrasque (Dungeons & Dragons)|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.<ref name="Taylor@NMA" />
 
  +
* The deathclaw name is derived from Shadowclaws in ''[[Wasteland (game)|Wasteland]]''.
  +
* In [[Scott Campbell]]'s [//gamepedia.cursecdn.com/fallout_gamepedia/f/fc/FB7_deathclaw_concept_art.png?version=38a61a56a525eec44af45b2f4971f168 original concept art], deathclaws were mammals covered with fur and were meant to be a mix of wolverine and brown bear, created by FEV.<ref name="Origins 3" group="Non-game" /> 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.<ref name="Origins 3" group="Non-game" /><ref name="Taylor@NMA" group="Non-game">[https://web.archive.org/web/20081220035520/http://nma-fallout.com/forum/viewtopic.php?p=452924 Chris Taylor]: "''I'm pretty sure the main reason that the Deathclaw lost its hair from concept to production was a technical limitation of the rendering software at the time. I can't remember if it was the amount of additional rendering time required, an animation issue getting all the hair to move properly, or something else, but it was something along those lines. The hairy Deathclaw in FOT was inspired by the original concept, plus we thought it was nifty to show that there variations and different mutations of the same stock "beast". We probably should have had both versions, but that's a decision based on hindsight.
  +
<br/>''The actual Deathclaw model was done in clay and then scanned by a laser (like the head models) to generate the rough 3D model. It was very Tarrasque-esque but I don't think that was done intentionally. For the longest time, the statue of the Deathclaw was displayed at Interplay (behind these little glass windows, along with props from other Interplay IPs). I'm not sure what happened to it, but I hope that it ended it up in someone's house and wasn't thrown away or broken.
  +
<br/>''And, yes, all references to Raccoons are part of the deleted Burrows area. Either the reference wasn't cleaned up properly (which happened to another quest or two) or it was decided that there was no harm in having some additional background information.
  +
<br/>''As for these screenshots, I've worked on projects in the past that have had screenshots prematurely released, or released without the right context ("These are ALPHA screens!") or even screens where the brightness/contrast got screwed up between our PR department and the magazine. I don't know if these screens were released in a similar manner, but it wouldn't shock me. There seems to be an awful lot of compression in these pics/scans as well.''"</ref>
  +
* According to the [[Fallout Bible]]<ref group="Non-game">[[Fallout Bible 8#As always, firm chests just out of reach|Fallout Bible 8, As always, firm chests just out of reach]]<br />[[Fallout Bible 8#Deathclaws...|Fallout Bible 8, Deathclaws...]]</ref> and [[Scott Campbell]],<ref name="Origins 3" group="Non-game">[https://archive.is/AijoL "The Origins of Fallout", part 3] by [[Scott Campbell]]</ref> deathclaws were modeled visually on the [[wikipedia:Tarrasque (Dungeons & Dragons)|Tarrasque]] of ''[[wikipedia:Dungeons & Dragons|Dungeons & Dragons]]'' after a D&D computer game made by [[Interplay Entertainment|Interplay]] was canceled (according to ''Fallout Bible'') or after the creature was cut from ''Planescape: Torment'' (according to Scott Campbell), as a Tarrasque clay model was already made and this way the work would not go to waste. 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.<ref name="Taylor@NMA" group="Non-game" />
  +
  +
{{Quotation|I met my first Deathclaw in middle school, playing Fallout on a friend's machine, and I fell instantly in love with these "Dragons of the Waste." It was an honor to tackle them for Fallout 3 - sourcing from both the originals and the concept art of Adam Adamowicz - but I'm proudest of my Fallout 4 redesign.
  +
  +
To improve upon their F3 counterparts, I gave the newer ones thicker, more armored skin; shorter, strong-looking claws and hands; a bull-like redesign to the horns (to suggest the ability to ram); and a thicker tail - heavy enough to act as a counter-weight when it ran. It's important to note, too, that the Deathclaw is not a mutant, but a hybrid bioweapon created by the US military. To that end, I incorporated chameleons, alligators, bulls, panthers, serpents, & lizards into their design.
  +
  +
I love him.|[https://www.artstation.com/artwork/bkqmd Jonah Lobe]}}<section end="Behind the scenes" />
   
 
==Gallery==
 
==Gallery==
===''Fallout'' and ''Fallout 2''===
+
===''Fallout 76''===
<gallery>
+
<gallery captionalign=center>
  +
FO76 Legendary Perk Arms Breaker Art.png|A deathclaw, as shown on the [[Arms Breaker]] [[Fallout 76 legendary perks|perk]] ([[Fallout 76 cut content|cut]])
FB7 deathclaw concept art.png|Early deathclaw concept art by [[Scott Campbell]].
 
  +
Project_Paradise.png|A deathclaw, as shown on the [[Project Paradise]] event icon
Deathclaw.jpg|Deathclaw from ''[[Fallout]]'' manual.
 
Fo2 Vault 13 Ending.png|A dead deathclaw from a ''[[Fallout 2]]'' ending.
+
FO76WL Fasnacht deathclaw mask.png|[[Fasnacht deathclaw mask|Deathclaw Fasnacht Day mask]]
  +
</gallery>
Fo Render deathclaw.png|Shoot for..
 
  +
Deathclawtarget.jpg|.. the eyes!
 
  +
===''Fallout 4''===
Deathclaw2.jpg|Deathclaw clay model.
 
  +
<gallery captionalign="center">
Deathclaw1.jpg|Deathclaw clay model.
 
  +
FO4 Glowing Deathclaw Roar.jpg|A glowing deathclaw
FO1 MotherDeathclaw.png|Mother deathclaw in ''Fallout''.
 
FO02 NPC MotherDeathclaw.png|Mother deathclaw in ''Fallout 2''.
+
DCXray1.jpg|X-rays of a deathclaw seen in ''[[Automatron (add-on)|Automatron]]''
  +
DCXray2.jpg
  +
DCXray3.jpg
 
</gallery>
 
</gallery>
   
 
===''Fallout 3'' and ''Fallout: New Vegas''===
 
===''Fallout 3'' and ''Fallout: New Vegas''===
<gallery captionalign="left">
+
<gallery captionalign="center">
  +
Deathclaw sharpening claws.jpg|Sharpening claws with claws
DeathclawAttackCA.jpg|Concept art from ''[[The Art of Fallout 3]]''.
 
  +
Deathclaw cleaning teeth.jpg|Cleaning its teeth with claws
DeathclawCA.jpg|Concept art from ''The Art of Fallout 3''.
 
  +
Deathclaw alpha.jpg|An alpha male deathclaw at [[Quarry Junction]]
DeathclawCA2.jpg|Concept art from ''The Art of Fallout 3''.
 
  +
Alpha deathclaw.jpg|An alpha male deathclaw up close
DeathclawBrahminCA.jpg|Concept art from ''The Art of Fallout 3''.
 
Deathclaw alpha.jpg|An alpha male deathclaw at [[Quarry Junction]].
+
Deathclaw alpha 1.png
Alpha deathclaw.jpg|An alpha male deathclaw up close.
+
FNV deathclaw lineup.jpg|All deathclaw types found in ''[[Fallout: New Vegas]]''
Deathclaw alpha 1.png|OK, that's a little too close.
+
Deathclaw egg.png|A [[deathclaw egg]] from ''[[Fallout: New Vegas]]''
Deathclaw egg.png|A [[deathclaw egg]] from ''[[Fallout: New Vegas]]''.
+
DeathclawAttackCA.jpg|Concept art from ''[[The Art of Fallout 3]]''
  +
DeathclawCA.jpg|Concept art from ''The Art of Fallout 3''
Drawing concept.jpg|Deathclaw concept art|link=Deathclaw
 
  +
DeathclawCA2.jpg|Concept art from ''The Art of Fallout 3''
Deathclawmother.png|Deathclaw Mother|link=Deathclaw mother (Fallout: New Vegas)
 
  +
DeathclawBrahminCA.jpg|Concept art from ''The Art of Fallout 3''
  +
Drawing concept.jpg|Deathclaw concept art
  +
</gallery>
  +
  +
===''Fallout'' and ''Fallout 2''===
  +
<gallery captionalign="center">
  +
FO1 MotherDeathclaw.png|Mother deathclaw in ''Fallout''
  +
FO02 NPC MotherDeathclaw.png|Mother deathclaw in ''Fallout 2''
  +
Fo2 Vault 13 Ending.png|A dead deathclaw from a ''[[Fallout 2]]'' ending
  +
Fo Render deathclaw.png|Shoot for..
  +
Deathclawtarget.jpg|.. the eyes
  +
Deathclaw.jpg|Deathclaw from the ''[[Fallout]]'' manual
  +
FB7 deathclaw concept art.png|Early deathclaw concept art by [[Scott Campbell]]
  +
Deathclaw2.jpg|Deathclaw clay model
  +
Deathclaw1.jpg|Deathclaw clay model
 
</gallery>
 
</gallery>
   
 
===''Fallout Tactics''===
 
===''Fallout Tactics''===
<gallery>
+
<gallery captionalign="center">
Deathclaw Swipe Attack (Fallout Tactics).gif|Hairy deathclaw attacking.
+
Deathclaw Swipe Attack (Fallout Tactics).gif|Hairy deathclaw attacking
Deathclaw.JPG|Hairy deathclaw concept art.
+
Deathclaw-attack-fox.jpg|Hairy deathclaw render
Deathclaw-attack-fox.jpg|Hairy deathclaw render.
+
FOT deathclaw.jpg|Hairy deathclaw model
FOT deathclaw.jpg|Hairy deathclaw model.
+
FOT baby deathclaw.jpg|Baby hairy deathclaw model
FOT baby deathclaw.jpg|Baby hairy deathclaw model.
+
Deathclaw.JPG|Hairy deathclaw concept art
 
</gallery>
 
</gallery>
   
 
===''Fallout: Brotherhood of Steel''===
 
===''Fallout: Brotherhood of Steel''===
<gallery>
+
<gallery captionalign="center">
  +
ElderExperimentalDeathclawInGame.png|An elder experimental deathclaw in the [[Corporate Vault]]
Deathclaw 01.jpg|Experimental deathclaw concept art.
 
Fobos deathclaw 2.jpg|Experimental deathclaw render.
+
Fobos deathclaw 2.jpg|Experimental deathclaw render
ExperimentalDeathclaw.png|Experimental deathclaw art.
+
Deathclaw 01.jpg|Experimental deathclaw concept art
  +
ExperimentalDeathclaw.png|Experimental deathclaw art
ElderExperimentalDeathclawInGame.png|An elder experimental deathclaw in the [[Secret Vault]].
 
  +
FOBOS2_Deathclaw.png|Deathclaw concept art for [[Fallout: Brotherhood of Steel 2]]
 
</gallery>
 
</gallery>
   
 
===''Van Buren''===
 
===''Van Buren''===
<gallery>
+
<gallery captionalign="center">
Vb deathclaw.jpg|Deathclaw from ''[[Van Buren]]'' (early version).
+
Vb deathclaw.jpg|Deathclaw from ''[[Van Buren]]'' (early version)
VB deathclaw.jpg|Deathclaw from ''Van Buren'' (later version).
+
VB deathclaw.jpg|Deathclaw from ''Van Buren'' (later version)
 
</gallery>
 
</gallery>
   
 
===''Fallout d20''===
 
===''Fallout d20''===
  +
<gallery captionalign="center">
  +
Deathclaw d20.jpg|Deathclaw from ''[[Fallout Pen and Paper d20]]''
  +
</gallery>
  +
  +
===''Fallout: Wasteland Warfare''===
 
<gallery>
 
<gallery>
  +
Fo-promo-deathclaw.png|Deathclaw
Deathclaw d20.jpg|Deathclaw from ''[[Fallout d20]]''.
 
  +
FOWW,Deathclaw.webp
  +
FOWW,DeathclawMatriarch.webp|Deathclaw matriarch
  +
Fallout wasteland warfare Creatures deathclaw matriarch.png
  +
FOWW,DomesticatedDeathclaw.webp|Domesticated deathclaw
  +
FOWW,DomesticatedDeathclawSet.webp
 
</gallery>
 
</gallery>
  +
  +
===Magic: The Gathering===
  +
<gallery>
  +
Fallout Magic Tarmogoyf PipBoy.png|Tarmogoyf (Scrounging Deathclaw)
  +
Fallout Magic Tarmogoyf PipBoy art.jpg|Card art
  +
Fallout Magic Alpha Deathclaw.png|Alpha deathclaw
  +
Fallout Magic Alpha Deathclaw art.jpg|Card art
  +
Fallout Magic Alpha Deathclaw Pip Boy.jpg|(Showcase Pip-Boy)
  +
Fallout Magic Alpha Deathclaw Pip Boy art.jpg|Card art
  +
Fallout magic Young Deathclaws.png|Young deathclaw
  +
</gallery>
  +
  +
==External links==
  +
* [[Wikipedia:Deathclaw|Deathclaw on Wikipedia]]
   
 
==References==
 
==References==
{{References}}
+
{{Ref box}}
  +
'''Non-game'''
  +
{{Ref box|group="Non-game"}}
   
 
{{Navbox creatures}}
 
{{Navbox creatures}}
   
[[Category:Creatures]]
+
[[Category:Deathclaws| ]]
[[Category:Fallout Pen and Paper d20 creatures]]
+
[[Category:Fauna]]
[[Category:Deathclaws]]
 
   
  +
[[bg:Смъртонокти]]
  +
[[de:Todeskralle]]
  +
[[es:Garra Mortal]]
  +
[[fi:Deathclaw]]
  +
[[fr:Griffemort]]
  +
[[hu:Halálkarom]]
  +
[[it:Deathclaw]]
  +
[[ja:Deathclaw]]
  +
[[no:Deathclaw]]
 
[[pl:Szpon śmierci]]
 
[[pl:Szpon śmierci]]
 
[[ru:Коготь смерти]]
 
[[ru:Коготь смерти]]
  +
[[zh:死亡爪]]

Latest revision as of 19:32, 15 April 2024

Deathclaw fo4
Gameplay articles
Fallout
Fallout 2
Fallout 3
Fallout: New Vegas
Fallout 4
Fallout 76
Fallout Tactics
Fallout: BoS
Fallout Shelter
Big! Big! The size of three men! Claws as long as my forearm! Ripped apart! Ripped apart!Trent Barrister, Fallout

Deathclaw is a term referring to genetically-engineered creatures developed by the United States military to replace humans during close-combat search-and-destroy missions. They escaped into the wild in the aftermath of the Great War, and over the next few decades colonized much of the former United States, becoming apex predators in many of the new, post-War ecosystems.

Background

Originally engineered before the Great War by the U.S. government as a cheap replacement for human troops during combat operations, deathclaws were derived from a mixed animal stock, primarily the popular Jackson's chameleon.[1] Although the project was successful in creating a ferocious predator capable of surviving on its own in the wild, no references exist of them ever being deployed on the battlefield. After the Great War, deathclaws escaped into the wild and quickly spread across the continent. The Enclave had no hand in the deathclaw's creation, so far as the Appalachian Enclave's research division knows, but they do note that the genetic manipulation looks similar to their own projects.[2] Eventually, they were refined by the Master through genetic manipulation and the Forced Evolutionary Virus.[Non-game 1] Because initial reports were limited to a series of isolated nests, deathclaws were viewed as legendary creatures by the various inhabitants of southern California.[3] However, the population in the Boneyard was keenly aware of their existence, as a lone den mother and her offspring claimed the area between Downey and Norwalk around 2161, keeping the Gun Runners in a checkmate while terrorizing other communities in the region.[4] Also, a single deathclaw was found living near the outskirts of the Hub.[5]

Their gradual spread throughout the wasteland raised awareness of their existence, until they entered common consciousness as a lethal predator. As stated above, the Enclave eventually continued their research project started before the war, developing intelligent deathclaws for use in hostile environments around 2235.[Non-game 2] On May 17, 2242, the first successful pack was dropped into Vault 13 to cloak the presence of the Enclave and their abduction of the dwellers within. Following their first combat test, these deathclaws broke free of their Enclave masters, having become far more intelligent than anyone could foresee.[Non-game 3] They began developing a unique culture, as the first known non-humanoid sentient beings in history.[6] However, their intelligence was discovered by Dr. Schreber of Navarro, whose report led to the extermination of intelligent deathclaws with extreme prejudice.[7] Subsequent experimentation involved the aforementioned domestication units, although by the end of the 23rd century.[8]

Biology

Deathclaw fo4

A deathclaw

Deathclaws are a large, carnivorous,[9] bipedal reptile species, designed for maximum lethality. The choice to make them bipedal was natural, as bipedalism raises the head, providing a greater field of vision and thus improving the ability to detect targets or resources. The upper limbs were also freed by this choice and could be fashioned into extremely dangerous weapons. The caveat is that the deathclaw is not as fast as a quadrupedal animal, though this is a largely academic concern. However, deathclaws have been observed running on all fours when charging prey. The rippling musculature of the deathclaw provides it with superior strength, excellent speed, and incredible resilience in most combat situations.[10][Non-game 1][1] Deathclaws communicate with each other in a pack using growls and body language, though they are also capable of mimicking human voices like a parrot if their intelligence is artificially increased.[1]

Their strength is further magnified by their claws. Owing to their lineage, the deathclaw has opposable thumbs, though an additional two fingers were coded into the genome, for a total of five fingers on each hand. Each terminates in a sharp talon that allows the reptile to wound and kill with frightening efficiency; a single swipe is capable of bisecting an unarmored human[11] in seconds.[12] Deathclaw hide is extremely tough, providing an excellent defense against blunt and edged weapons. Firearms and energy weapons are reliable tools for killing a deathclaw, though lower powered variants are likely to have trouble piercing its skin. The defense is enhanced by horns and dorsal spikes, making melee combat a very dangerous proposition.[1][13]

However, while they are difficult opponents, their keen senses can be used against them. Loud noises and bright light, such as that emitted by flares, can be used to deter a deathclaw's advance or even keep it at bay.[14]

Behavior

Deathclaws are pack animals, with the leadership role assumed by the alpha pair, the strongest male and female deathclaws in the group. The remainder of the pack follows the leaders and migrates along with them.

Coupled with their pack behavior is a fierce territorial instinct. Deathclaws will usually opt for territories away from inhabited areas (most likely due to noise), but may settle into temporarily abandoned human buildings and areas, as was the case with the Boneyard warehouses circa 2161 or Quarry Junction in 2281.[15] Once it claims a territory, a pack is exceedingly difficult to dislodge, as the alpha male will not abandon a claimed territory even if the pack mother is killed,[16] while the alpha female will simply choose another mate to procreate.[17] As such, reclaiming a deathclaw territory usually requires either killing both pack leaders, causing the pack to scatter,[18] or wiping out the entire pack. Neither is particularly easy.[19]

Reproduction

Deathclaw eggs

A pile of hardy deathclaw eggs.

Deathclaws are made even more dangerous by their reproductive instincts. Unlike Jackson's chameleons, deathclaws are an oviparous species, female deathclaws will lay eggs in clusters, sired by the strongest male deathclaws in the pack, typically the alpha male. Survival of the pack is coded into deathclaws and the pack leaders will instinctively select only the strongest partners for procreation.[20] If killed, the pack mother will typically be replaced by another female in short order.[21]

Deathclaw eggs are large, weighing up to twelve pounds (5.5 kilograms)[22], durable and resilient, with a remarkably long shelf life.[23] Deathclaws will seek out dark, sheltered areas to set up their nests.[24] Lone deathclaws will also claim territories and create nests, usually in sheltered, secluded areas. If they are female and have been impregnated by a male deathclaw, they will prepare a separate nest for their young, protecting their hardy eggs with whatever small objects are at hand, such as small rocks, fallen leaves, twigs, and bones leftover from their meals.[25]

A juvenile deathclaw is born without prominent horns or dorsal spikes, which grow as it matures, and both of which act as secondary sex characteristics. Horns grow forwards on males, with larger being the more desirable,[26] and grow back and upwards on females.[27] Dorsal spikes grow much the same way as horns on males and act much the same way with larger being more desirable,[26] but on females, dorsal spikes do not grow as large as they do on males and tend to be short in comparison.[27] Claws, on the other hand, are present from day one. Baby deathclaws are born with a light brown skin tone and live under the protection of their parents within the pack.[28] The skin darkens as the deathclaw matures, reaching deep brown upon entering adulthood,[29] and eventually dark brown, black or even black and blue for old, experienced claws.[30]

Relationship with humans

While deathclaws do not actively seek out human habitats to attack, human expansion inevitably leads to the two species coming into contact, usually by accident.[Non-game 4][31] Deathclaws are incredibly dangerous to humans, no matter how well prepared they are. Even Brotherhood of Steel patrols are known to suffer severe casualties if they walk into a deathclaw's territory unaware.[32] The Enclave sought to exploit their fierce instincts and ferocity and use them as cheap, expendable troops for use in hostile environments. Their initial experiments, starting in 2235,[Non-game 2] focused on using a modified FEV strain to artificially increase the intelligence of deathclaws and succeeded in creating a single pack of modified, intelligent deathclaws led by Gruthar. Intended to only be smart enough to follow orders issued by their handlers, they have developed far higher intelligence than the project assumed was possible. After the first unit was fielded, Doctor Schreber's experimentation revealed that fact and the whole breed was summarily exterminated at the site they were first unleashed: Vault 13.[33] Subsequent efforts, once the Enclave regrouped at Raven Rock, were focused on cruder, but more reliable methods: domestication units. These devices are surgically implanted into a captive deathclaw's brain and skull, allowing Enclave troops to issue commands to the fierce reptiles as if they were pets.[8] Of course, even without human interference, deathclaws are a continuing hazard in the wastelands. Despite the efforts of hunter teams, they continue to set up nests throughout the wastelands.[34]

The ferocity of deathclaws and their incredible resilience has earned them the respect and fear of wastelanders. Initially, the existence of deathclaws was treated with skepticism in the first century after the war,[35] and many considered them a tall tale, on the order of ghosts and demons.[36] However, the steady increase in deathclaw populations eventually secured them a place in the common consciousness. When used for comparisons, deathclaws are usually synonymous with ferocity and resilience.[37] Occasionally, they're used to insult people; allegedly, they're as bad as marketing directors.[38] Other examples of deathclaw presence in popular culture is the expression "deathclaw in a mating season",[39] and, allegedly, deathclaw costumes.[40]

Deathclaw eggs are also a known delicacy, used to make omelettes that are highly nourishing and delicious.[23]

Variants

Deathclaws are primarily differentiated by age and gender, from the youngest, "baby" deathclaws, to the terrifying legendary male deathclaws.

Baby deathclaw

Babydeathclaw

The smallest, youngest deathclaws are by no means non-threatening. While under the protection of their pack and especially their mother, babies are dangerous as they possess the fearsome claws and an attitude to match. They are also an estimated 50% smaller than adults.

Their relationship with their mother results in them fighting to protect their mother (which means they will rush any threat alongside her). If they are killed, the deathclaw mother will typically go berserk and attack any target in the vicinity, even pack mates. If the mother is dispatched, her children will flock to her body.

Young deathclaw

Babydeathclaw

Adolescent deathclaws are identical to juveniles in all, except one: size. They are nearing the size of an adult and thus only 25% smaller than an adult. They still remain within the pack but are tougher, faster and more deadly than babies.

Deathclaw

Deathclaw fo1

Male deathclaws that reach sexual maturity are easily recognizable by their brown skin and prominent, fully formed horns. They are fast, deadly and resilient, capable of dispatching nearly any threat with ease.

Moreover, male deathclaws tend to congregate and travel in packs. Lone adults are the exception, rather than the rule.

Deathclaw alpha male

DeatclawAlphaFNV
Gameplay article: Fallout: New Vegas

Fully mature adult deathclaws that avoid death at the hands of the various wasteland horrors will usually mature into alpha deathclaws. Their horns are longer, more curved and thicker than a regular adult, while their skin takes on a dark brown, even black hue with age. The brown markings also become visible. Alpha males have siring privileges and are usually found heading entire packs of deathclaws.

Mother deathclaw

Deathclawmother

Adult female deathclaws are distinguished by a skin color that mixes olive and blue, horns curving backward, rather than forwards, barbed tails and a prominent flap of skin roughly where the cloaca is. Mother deathclaws (also called matriarchs) exclusively lay clutches sired by the pack's most powerful males, typically the alpha.

Legendary deathclaw

FNV DeathclawAlpha
Gameplay article: Fallout: New Vegas

Found only within the Dead Wind cavern in the Mojave, the legendary deathclaw is an alpha male deathclaw that managed to survive long enough to achieve a size a full 25% larger than regular adult deathclaws, with massive horns and claws to match. This particular specimen is responsible for the death of a Brotherhood of Steel paladin who tried to explore the cave.

Deathclaw subtypes

Blind deathclaw

Deathclaw
Gameplay article: Fallout: New Vegas

Wounded deathclaws that lost their eyesight can be found in the Mojave. While weaker than completely healthy deathclaws, they have excellent hearing to compensate, making it nearly impossible to sneak by.

Intelligent deathclaw

Deathclaw fo1
Gameplay article: Fallout 2

The result of Enclave experiments, Gruthar's pack was subjected to FEV injections that conferred increased intelligence in order to create expendable troops for use in hostile environments. The project succeeded beyond the Enclave's intent, giving the pack intelligence ranging from that comparable to a human eight-year-old to matching or even surpassing adult humans. The increase in intelligence brought with itself sentience and self-awareness, which coupled with their instincts and pack behavior created fearsome predators. The emergence of intelligence also brought conscience along with it. Gruthar's rational thought led to the pack adopting an isolationist, pacifist philosophy to allow for the coexistence of humans and deathclaws. However, they did not avoid violence if it was necessary for the survival of the pack.[1]

All intelligent deathclaws were executed by Enclave's special operations unit led by Frank Horrigan.[41][Non-game 5]

Albino deathclaw

FO4 Albino Deathclaw Walk
Gameplay article: Fallout 4

These deathclaws have suffered depigmentation of their skin. They are incredibly deadly, intelligent, and more durable than most deathclaws. Exposure to FEV that granted them increased intelligence also caused their skin to lose melanin, becoming stark white, and the eyes to stop producing pigment, allowing for their retina and the blood vessels to be seen.

Enclave deathclaw

Enclave deathclaw
Gameplay articles: Fallout 3, Fallout 4, Fallout Shelter

An adult deathclaw captured by the Enclave in the Capital Wasteland can be fitted with a domestication unit, a special contraption mounted to the skull of the creature and connected to the brain, giving Enclave personnel the ability to use these ferocious predators like guard dogs. Deathclaws controlled in this manner do not consider Enclave personnel a threat, but the Lyons' Brotherhood of Steel developed a device that can scramble the control signal and reverse the IFF, making Enclave personnel the only valid targets for the deathclaw and then detonating the domestication unit as a failsafe.[42]

Enclave units typically hold deathclaws in transport cages (a pre-War design), released when needed. Some patrols may choose to field them directly, however, at the discretion of the commanding officer.

Hairy deathclaw

FOT deathclaw
Gameplay article: Fallout Tactics

Gray paragraphs are based on Fallout Tactics and were not confirmed by primary sources An entirely separate species that was termed deathclaw due to the similarity in behavior and, of course, the fearsome claws, the eastern hairy deathclaw is a unique creature that emerged in the territories belonging to the states of Illinois, Missouri, and Kansas.[43]

These deathclaws exhibit traits similar to mammals.[Non-game 6] The body is covered in a thick layer of fur, providing them with excellent protection from the elements, while their thick, leathery skin grants these deathclaws increased defense against projectiles and melee weapons. They are easily distinguishable by a crest of five horns protruding from their skull and a single nasal horn. The eponymous claws are also much less pronounced than in their reptilian cousins. Hairy deathclaws have developed a natural intelligence and sentience, as well as the ability to mimic human speech. They are self-aware and sentient, though precisely when the transition occurs is unknown.[44]

There is only one known extant brood of these deathclaws, which was controlled by the Beastlords by imprisoning Mother, the matriarch of the brood.

Experimental deathclaw

ExperimentalDeathclaw2

Gray paragraphs are based on Fallout: Brotherhood of Steel and were not confirmed by primary sources Developed within the Corporate Vault, the experimental deathclaw is an offshoot of the regular deathclaw development program undertaken by Vault-Tec. Increased muscle mass and naturally grown exoskeleton with prominent spikes were achieved at the expense of eyesight.

Experimental deathclaw variants include baby deathclaws, elder deathclaws, adolescent deathclaws and mother deathclaws.

Chameleon deathclaw

ExperimentalChameleonDeathclaw

Gray paragraphs are based on Fallout: Brotherhood of Steel and were not confirmed by primary sources An experimental variant of the deathclaw, with an epidermis capable of adapting its appearance to its surroundings, providing it with a natural form of active camouflage, effectively making them invisible.

Notes

According to Joseph, it appears that the Jackson's chameleon was used as the basis.[1]

Behind the scenes

Was it always a big scaly lizard thing? Nope. My initial design for this terrible creature was a the apex predator of the wasteland, a mix of wolverine and brown bear, mutated by the FEV. It could survive any environment and feared nothing; a legendary force of nature that struck terror into the hearts of men! Unfortunately, the artists took one look at my concept sketch and said, 'Dude, that's way too much hair.' It was true. The Wolverine-bear was very furry, and there was just no way around it. So here's what happened: the newly formed Black Isle started work on what would be Planescape: Torment. One of the first art pieces was a monstrous creature called a Tarrasque. It was sculpted in clay and was then point-by-painstaking-point digitized into a 3D model. As Planescape moved forward, it turned out that the Tarrasque wouldn't actually be featured in its design, leaving that tasty model in disuse. Thus, the furry wolverine-bear became a hairless reptilian biped. (Take a look at page 339 of the D&D second edition Monster Manual. Holy cats! It's a Deathclaw!)Scott Campbell, Origins of Fallout No Mutants Allowed
  • The deathclaw name is derived from Shadowclaws in Wasteland.
  • In Scott Campbell's original concept art, deathclaws were mammals covered with fur and were meant to be a mix of wolverine and brown bear, created by FEV.[Non-game 7] 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.[Non-game 7][Non-game 8]
  • According to the Fallout Bible[Non-game 9] and Scott Campbell,[Non-game 7] deathclaws were modeled visually on the Tarrasque of Dungeons & Dragons after a D&D computer game made by Interplay was canceled (according to Fallout Bible) or after the creature was cut from Planescape: Torment (according to Scott Campbell), as a Tarrasque clay model was already made and this way the work would not go to waste. 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.[Non-game 8]
I met my first Deathclaw in middle school, playing Fallout on a friend's machine, and I fell instantly in love with these "Dragons of the Waste." It was an honor to tackle them for Fallout 3 - sourcing from both the originals and the concept art of Adam Adamowicz - but I'm proudest of my Fallout 4 redesign.

To improve upon their F3 counterparts, I gave the newer ones thicker, more armored skin; shorter, strong-looking claws and hands; a bull-like redesign to the horns (to suggest the ability to ram); and a thicker tail - heavy enough to act as a counter-weight when it ran. It's important to note, too, that the Deathclaw is not a mutant, but a hybrid bioweapon created by the US military. To that end, I incorporated chameleons, alligators, bulls, panthers, serpents, & lizards into their design.

I love him.
Jonah Lobe

Gallery

Fallout 76

Fallout 4

Fallout 3 and Fallout: New Vegas

Fallout and Fallout 2

Fallout Tactics

Fallout: Brotherhood of Steel

Van Buren

Fallout d20

Fallout: Wasteland Warfare

Magic: The Gathering

External links

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 The Chosen One: "{131}{}{What can you tell me about the deathclaws?}"
    Joseph: "{146}{}{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.}"
    "{160}{}{Although they do not have vocal chords, the deathclaws seem to mimic human speech much the same as a parrot does. I have yet to discover the exact mechanism behind this, so I am unable to say more at this time. Socially, they are pack animals with a very rigid code of ethics. They are led by an 'alpha male' who rules with the mutual consent of the pack. They appear to be extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families as humans do.}"
    "{161}{}{Their sense of right and wrong is very well defined. They do follow a code of ethics that is enforced by the pack as a whole. Violence is never used as a solution to a problem among the pack as far as I can see. There have been no 'capital crimes' committed here, so I can't say how those are handled. Hmmm. That's about all I can think of for now. I hope this helps you.}"
    (Joseph's dialogue)
  2. Enclave research facility terminal entires; Cell block C console, Subject C-01
  3. The Vault Dweller:"{347}{}{Do you know anything about the Deathclaw?}"
    John Maxson:"{262}{Gen_78}{Oh. Just another stupid rumor. Some people say it's a huge fanged monster and others say it's a vampire.}"
    (John Maxson's dialogue)
  4. Gabriel
  5. Find the missing caravans
  6. The Chosen One: "{123}{}{What are you doing here?}"
    Goris: {135}{}{I'm a student of sorts. I'm trying to learn as much as I can about the world and the different cultures that have developed. Right now I'm studying the culture the deathclaws are forming and comparing it to human development along similar lines. I've acquired just about all the information I need here. It would help my research a great deal if I could do some traveling. However, I don't want to go it alone, if you know what I mean.}"
    (Goris' dialogue)
  7. The deathclaw massacre within Fallout 2.
  8. 8.0 8.1 Raven Rock terminal entries; delivery terminal, Note Regarding Recent Delivery
  9. In the quest Stop brahmin raids, Roger Westin mentions raids for food – the principal target being the NCR's brahmin herds.
  10. Gruthar: "{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"
    (Gruthar's dialogue)
  11. The Vault Dweller: "{141}{}{Where can I find the Gun Runners located?}"
    Razor: "{158}{}{The Gun Runners are over to the east and then north of here. But be careful - Death Claws are not to be taken lightly. I've seen a Death Claw tear a man in half with one swipe.}"
    (Razor's dialogue)
  12. Fallout 4 loading screens: "No creature represents the danger of the Wasteland as much as the Deathclaw, which uses razor-sharp claws to rip apart its prey... in seconds."
  13. Deathclaw appearance across the Fallout series.
  14. NCR Radio distress beacon and Flash bang information
  15. The Courier: "Have you had problems with Deathclaws before?"
    Chomps Lewis: "We'd see them occasionally, but they didn't seem too keen on getting too close to the quarry. Not sure if it was the noise or all the workers. I can't believe that an entire pack moved into the quarry. I thought that kind of bad luck only happened in New Vegas."
    (Chomps Lewis' dialogue)
  16. The Courier: "I killed the Mother Deathclaw."
    Chomps Lewis: "You... you did? That's pretty amazing - I figured you'd need artillery to take her out. I hate to say it, but as long as the Alpha Male is still alive, that pack isn't going anywhere, even with the Deathclaw Mother out of the picture."
    (Chomps Lewis' dialogue)
  17. The Courier: "I killed the Deathclaw Alpha Male."
    Chomps Lewis: "You... you did? That's pretty amazing - I figured you'd need artillery to take him out. I hate to say it, but as long as the Deathclaw Mother is still alive, that pack isn't going anywhere. She'll take another mate and keep laying eggs."
    (Chomps Lewis' dialogue)
  18. The Courier: "I could take care of your Deathclaw problem."
    Chomps Lewis: "Have you even seen a Deathclaw? They're taller than a man and far, far stronger and faster. And, there's a whole pack of them out there. You'd have to be the meanest, toughest, roughest bastard in the wasteland to have any chance against them, and I don't think that's you. You'd need to take out the pack leaders - the Mother Deathclaw and the Deathclaw Alpha Male. Kill 'em, and the pack will scatter. Pretty tough job."
    (Chomps Lewis' dialogue)
  19. Exterminate the deathclaws
  20. The Chosen One: "{111}{}{Who is the deathclaw father?}"
    Kerith: "{123}{}{These eggs were sired by Gruthar, the pack leader. It is Gruthar who decides who will mate and who will not. The pack will be made strong by Gruthar.}"
    (Kerith's dialogue)
  21. The Chosen One: "{119}{}{There are other mothers?}"
    Kerith: "{120}{}{Yes, there are more mothers. Should anything happen to me, one will be chosen to take my place. The pack must survive.}"
    (Kerith's dialogue)
  22. Chosen One: "{179}{}{You mentioned something about Rose?} "
    Miria: "{183}{}{Ah, Rose. The proprietor of Rose's Bed and Breakfast. Now, you didn’t hear it from me, but have you ever wondered why her ‘coop’ is so well protected? She says it’s to protect her chickens from predators, but if you look closely it looks as if she’s trying to keep something in rather than out. Plus, whoever heard of chickens laying twelve pound Eggs?}"
    (McMiria.msg)
  23. 23.0 23.1 The Courier: "Where can I find a Deathclaw egg?"
    Jas Wilkins: "The quarry just north of here is full of Deathclaws, so there's bound to be an egg or two in there somewhere. Of course, a Deathclaw egg from anywhere will do. According to my Aunt Rose, those things have a ridiculously long shelf life."
    (Jas Wilkins' dialogue)
  24. Fallout, Fallout 2, Fallout 3, Broken Steel and Fallout: New Vegas show nests in these areas.
  25. Example nest of a mature deathclaw.
  26. 26.0 26.1 Deathclaw alpha male
  27. 27.0 27.1 Deathclaw mother in Fallout: New Vegas
  28. Baby deathclaw appearance and behavior.
  29. Adult deathclaw appearance.
  30. Appearance of alpha males and females.
  31. The Vault Dweller: "{103}{}{Why don't you get many visitors?}"
    Gabriel: "{105}{}{This place isn't very accessible with a nest of those damn Deathclaws right outside our factory.}"
    (Gabriel's dialogue)
  32. The Lone Wanderer: "Dying? How awful! What happened to you?"
    Branchtender Linden: "I was a Brotherhood of Steel Outcast. We had a deep patrol out here, looking for some tech and then got jumped by some Deathclaws. They shredded everyone else and left me bleeding to death. If it wasn't for Oasis and Bloomseer Poplar, I'd be dead right now. Honestly, I've never seen anything like this place... it's beautiful. It's a shame only a few people will ever get to see it."
    (Branchtender Linden's dialogue)
  33. The Chosen One: "{119}{}{Why is there a deathclaw in the other room?}"
    Schreber: "{143}{}{The Enclave has been looking for cheap, expendable soldiers. We are interested in deathclaws because they have built in armor and weapons, and they're mean as hell. They just need to be smarter so they can understand commands but not too smart or they could develop a will of their own. With me so far?}"
    The Chosen One: "{145}{}{Yes, I follow you.}"
    Schreber: "{146}{}{Well we succeeded! We actually managed to increase their intelligence. However, I began to suspect that we went too far. That maybe they were a lot smarter than they were letting on. So when I was transferred here I brought one of them with me so I could put my theory to the test.}"
    The Chosen One: "{147}{}{And?}"
    Schreber: "{148}{}{I was right! The deathclaws have apparently been playing dumb, biding their time, and trying to learn as much as they can from us. They can even mimic human speech! I've actually had a conversation with that fellow in the next room.}"
    Schreber: "{149}{}{Anyway. The fact that they were capable of conceiving this plan and pulling off the deception shows just how dangerous they are.}"
    The Chosen One: "{151}{}{So what do you plan to do now?}"
    Schreber: "{152}{}{I'm going to write a report on my findings and have it transmitted to the Enclave. Of course I'll have to recommend the extermination of the deathclaw breed. They are much too dangerous a threat.}"
    (Schreber's dialogue)
  34. Fallout: New Vegas loading screen hints: "Despite the best efforts of well-equipped hunters, Deathclaws continue to establish nests across the Mojave Wasteland."
  35. Hubber: "{102}{}{Is it true? Does… did the Deathclaw really exist?}"
    (Hubber's dialogue)
  36. The Vault Dweller: "{110}{}{What do you know about the Deathclaw?}"
    Beth: "{240}{}{The Deathclaw is the most evil thing to rise out of the ashes after the War. Some say it's a powerful ghost from the war that haunts the land. It's no ghost, it's as real as you and me. It's 20 feet tall with teeth as big as your arm. It's some kind of demon that found it's way here when the world was engulfed in fire.}"
    (Beth's dialogue)
  37. The Courier: "Tell me about the Rangers."
    Stepinac: "We're part scout, part commando, part sheriff. The training is brutal, and I'd say eight out of ten recruits washes out before the end. Before you get your Ranger badge, you've got to prove you can be quieter than a shadow and more ferocious than a Deathclaw."
    (Stepinac's dialogue)
  38. The Chosen One: "{244}{}{How's the glasses?}"
    Renesco: "{951}{}{Goddamn whatever Deathclaw or marketing director spawned you! You WANT something?! Here! HERE! Take THIS! Take ALL I have! Anything to get you to LEAVE ME ALONE!}"
    (Renesco's dialogue)
  39. New Reno prostitute: "{331}{}{Wanna pretend we're deathclaws in mating season?}"
    (New Reno prostitute's dialogue)
  40. New Reno prostitute: "{398}{}{So he dresses up in this Deathclaw costume, then…}"
    (New Reno prostitute's dialogue)
  41. Fallout 2 event.
  42. Appearances in the Broken Steel add-on.
  43. Habitat, as seen in Fallout Tactics.
  44. Hairy deathclaw appearances.

Non-game

  1. 1.0 1.1 Fallout 2 Official Strategies & Secrets p. 27: "Deathclaws were originally created to replace humans during close-combat search-and-destroy missions. They were derived from mixed animal stock and then refined by the Master, using genetic manipulation. The resulting creature is almost unbelievably fast and powerful. Deathclaws are well named—they are the toughest animals that you will encounter in the Wastes."
    "Unless you have Combat Armor, extremely heavy weaponry, and a lot of Stimpacks,In-game spelling, punctuation and/or grammar running for the exit hexes at the first sign of a Deathclaw is your best chance of survival. If you're well equipped and want to stick it out, though, get in at least one shot at long range, because Deathclaws move so fast that you're unlikely to get another long-range attack as they charge you. They'll always close rapidly so they can use their powerful claws to tear and rend you. For maximum damage, use a Called Shot to the eyes when you shoot them. However, even with Called Shots, you'll need several good hits to put a Deathclaw down—use extreme caution (and save often) when fighting them."
    Note: 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.
  2. 2.0 2.1 Fallout Bible 0: "2235 The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments."
  3. Fallout Bible 0: "2242 May 17 Enclave animal handlers drop a Deathclaw unit into Vault 13 from a safe distance to kill anyone investigating the Vault and cloak the Enclave's presence. Other Deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses."
  4. Fallout 3 Official Game Guide Game of the Year Edition p. 80: "Kidd
    Kidd is part of a group of likeminded Ghouls that decided to forge ahead into unexplored territories under the leadership of Sanders, and set up a new Ghoul Settlement to rival Underworld. Kidd and Wint are leaving this area at speed, as their camp has been compromised by Deathclaws they had tragically overlooked the whereabouts of."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  5. Fallout Bible 6: "BTW, the talking deathclaws were destroyed at the end of Fallout 2. Xarn and Goris did not go on to create a new species. They are gone. Kaput. Goodbye. In fact, any mutant animal that talks can safely be assumed to have died at the end at the exact minute that Fallout 2 was over.
    Any last words, talking animals?
    I thought not."
  6. Mother: "M07_Mother_D01 = { Who wantss to sssuck a nipple firsst? }"
    (MIS 07 Speech.txt)
  7. 7.0 7.1 7.2 "The Origins of Fallout", part 3 by Scott Campbell
  8. 8.0 8.1 Chris Taylor: "I'm pretty sure the main reason that the Deathclaw lost its hair from concept to production was a technical limitation of the rendering software at the time. I can't remember if it was the amount of additional rendering time required, an animation issue getting all the hair to move properly, or something else, but it was something along those lines. The hairy Deathclaw in FOT was inspired by the original concept, plus we thought it was nifty to show that there variations and different mutations of the same stock "beast". We probably should have had both versions, but that's a decision based on hindsight.
    The actual Deathclaw model was done in clay and then scanned by a laser (like the head models) to generate the rough 3D model. It was very Tarrasque-esque but I don't think that was done intentionally. For the longest time, the statue of the Deathclaw was displayed at Interplay (behind these little glass windows, along with props from other Interplay IPs). I'm not sure what happened to it, but I hope that it ended it up in someone's house and wasn't thrown away or broken.
    And, yes, all references to Raccoons are part of the deleted Burrows area. Either the reference wasn't cleaned up properly (which happened to another quest or two) or it was decided that there was no harm in having some additional background information.
    As for these screenshots, I've worked on projects in the past that have had screenshots prematurely released, or released without the right context ("These are ALPHA screens!") or even screens where the brightness/contrast got screwed up between our PR department and the magazine. I don't know if these screens were released in a similar manner, but it wouldn't shock me. There seems to be an awful lot of compression in these pics/scans as well."
  9. Fallout Bible 8, As always, firm chests just out of reach
    Fallout Bible 8, Deathclaws...