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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 its way here when the world was engulfed in fire.Beth's dialogue file, Fallout

Deathclaws are mutated creatures in Fallout and Fallout 2. They are a large, agile, and strong species of mutant horned Jackson's chameleon.[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.

Background[]

This section is transcluded from deathclaw. To change it, please edit the transcluded page.

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.[2] 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.[3] 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.[4] 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.[5] Also, a single deathclaw was found living near the outskirts of the Hub.[6]

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.[7] However, their intelligence was discovered by Dr. Schreber of Navarro, whose report led to the extermination of intelligent deathclaws with extreme prejudice.[8] Subsequent experimentation involved the aforementioned domestication units, although by the end of the 23rd century.[9]

Characteristics[]

Biology[]

This section is transcluded from deathclaw. To change it, please edit the transcluded page.

Deathclaws are a large, carnivorous,[10] 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.[11][Non-game 1][2] 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.[2]

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[12] in seconds.[13] 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.[2][14]

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.[15]

Gameplay attributes[]

In Fallout, a deathclaw first appeared in a mission to find missing caravans: while the deathclaw was not responsible for the caravan disappearances, as some had believed, evidence in its lair did lead to the correct solution. Deathclaws had also established a nest in the abandoned warehouse district of the Boneyard, obstructing traffic between the Gun Runners and potential trading partners and making any scavenging in the area very hazardous and deadly.

Fallout
Fallout 2

There are two varieties of deathclaw in Fallout 2. One is the regular variety, like those found in Fallout. These are found in random encounters across the wasteland, often in groups of two to five, sometimes including young and baby deathclaws.

The other variety of deathclaw are the intelligent deathclaws occupying Vault 13, the experiments of the Enclave, mentioned above. Goris, the son of the Vault 13 pack leader Gruthar, is also a recruitable companion.

Variants[]

Deathclaw[]

Deathclaw fo1

Regular adult deathclaws are truly forces to be reckoned with. Their powerful claws can rend a man asunder, and their tough hide can shrug off gunfire with remarkable ease.

Name (Proto ID)StatisticsDT/DRAbilities
Deathclaw Fallout
00000051
Strength
?
PvP
?
Experience Points
1000
Hit Point
HP: 225
Healing Rate
H.Rate: 3
Armor Class
AC: 10
Action Points
AP: 10
Melee Damage
Melee Dam: 19
Damage Threshold/Damage Resistance: Normal
Normal:
6/25%
Damage Threshold/Damage Resistance: Laser
Laser:
4/10%
Damage Threshold/Damage Resistance: Fire
Fire:
4/20%
Damage Threshold/Damage Resistance: Plasma
Plasma:
4/20%
Damage Threshold/Damage Resistance: Electrical
Elect.:
4/20%
Damage Threshold/Damage Resistance: Explosive
Explosion:
6/20%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%
Deathclaw Fallout 2
00000007
00000008
Strength
?
PvP
?
Experience Points
250
Hit Point
HP: 50
Healing Rate
H.Rate: 2
Armor Class
AC: 5
Action Points
AP: 7
Melee Damage
Melee Dam: 8
Damage Threshold/Damage Resistance: Normal
Normal:
2/15%
Damage Threshold/Damage Resistance: Laser
Laser:
2/15%
Damage Threshold/Damage Resistance: Fire
Fire:
2/15%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/15%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/15%
Damage Threshold/Damage Resistance: Explosive
Explosion:
2/15%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%
Deathclaw Fallout 2
00000084
Strength
?
PvP
?
Experience Points
1000
Hit Point
HP: 225
Healing Rate
H.Rate: 3
Armor Class
AC: 10
Action Points
AP: 11
Melee Damage
Melee Dam: 19
Damage Threshold/Damage Resistance: Normal
Normal:
6/25%
Damage Threshold/Damage Resistance: Laser
Laser:
4/10%
Damage Threshold/Damage Resistance: Fire
Fire:
4/20%
Damage Threshold/Damage Resistance: Plasma
Plasma:
4/20%
Damage Threshold/Damage Resistance: Electrical
Elect.:
4/20%
Damage Threshold/Damage Resistance: Explosive
Explosion:
6/20%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%

Deathclaw spawn[]

Deathclaw fo1

Deathclaw spawn are the hatchlings of the deathclaw mother, many times smaller than an adult but still vicious and dangerous to unprepared travellers. The real danger, though, is in the form of their mother, who will furiously protect her young.

Name (Proto ID)StatisticsDT/DRAbilities
Deathclaw spawn Fallout
00000165
Strength
?
PvP
?
Experience Points
300
Hit Point
HP: 60
Healing Rate
H.Rate: 2
Armor Class
AC: 28
Action Points
AP: 11
Melee Damage
Melee Dam: 13
Damage Threshold/Damage Resistance: Normal
Normal:
0/20%
Damage Threshold/Damage Resistance: Laser
Laser:
0/20%
Damage Threshold/Damage Resistance: Fire
Fire:
0/20%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/10%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/30%
Damage Threshold/Damage Resistance: Explosive
Explosion:
0/10%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%
Deathclaw spawn Fallout 2
00000085
Strength
?
PvP
?
Experience Points
300
Hit Point
HP: 60
Healing Rate
H.Rate: 2
Armor Class
AC: 8
Action Points
AP: 9
Melee Damage
Melee Dam: 13
Damage Threshold/Damage Resistance: Normal
Normal:
0/20%
Damage Threshold/Damage Resistance: Laser
Laser:
0/20%
Damage Threshold/Damage Resistance: Fire
Fire:
0/20%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/10%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/30%
Damage Threshold/Damage Resistance: Explosive
Explosion:
0/10%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%

Tough deathclaw[]

Deathclaw fo1

If normal deathclaws are terrible monsters in their own right, the tough deathclaws are horror incarnate. A tough deathclaw can weather outstanding amounts of damage before succumbing to their wounds, and a single sweep of its claws can end the lives of its enemies.

Name (Proto ID)StatisticsDT/DRAbilities
Sm tough deathclaw Fallout 2
00000244
Strength
?
PvP
?
Experience Points
750
Hit Point
HP: 170
Healing Rate
H.Rate: 2
Armor Class
AC: 27
Action Points
AP: 10
Melee Damage
Melee Dam: 8
Damage Threshold/Damage Resistance: Normal
Normal:
4/40%
Damage Threshold/Damage Resistance: Laser
Laser:
4/40%
Damage Threshold/Damage Resistance: Fire
Fire:
3/50%
Damage Threshold/Damage Resistance: Plasma
Plasma:
3/20%
Damage Threshold/Damage Resistance: Electrical
Elect.:
3/60%
Damage Threshold/Damage Resistance: Explosive
Explosion:
4/20%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%
Tough deathclaw Fallout 2
00000245
Strength
?
PvP
?
Experience Points
1750
Hit Point
HP: 310
Healing Rate
H.Rate: 2
Armor Class
AC: 40
Action Points
AP: 12
Melee Damage
Melee Dam: 19
Damage Threshold/Damage Resistance: Normal
Normal:
10/50%
Damage Threshold/Damage Resistance: Laser
Laser:
8/20%
Damage Threshold/Damage Resistance: Fire
Fire:
8/40%
Damage Threshold/Damage Resistance: Plasma
Plasma:
8/40%
Damage Threshold/Damage Resistance: Electrical
Elect.:
8/40%
Damage Threshold/Damage Resistance: Explosive
Explosion:
12/40%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%

Mother deathclaw[]

Deathclaw fo1

A mother deathclaw is truly a creature to be feared, for not only is she a deathclaw, she is also a mother protecting her young. She is a powerful enemy, and in Fallout a mother deathclaw must be killed in order to stop her from hatching more of her young; the only way of eliminating the deathclaws from the Boneyard.

Name (Proto ID)StatisticsDT/DRAbilities
Mother deathclaw Fallout
00000309
Strength
?
PvP
?
Experience Points
1500
Hit Point
HP: 320
Healing Rate
H.Rate: 3
Armor Class
AC: 30
Action Points
AP: 13
Melee Damage
Melee Dam: 27
Damage Threshold/Damage Resistance: Normal
Normal:
8/40%
Damage Threshold/Damage Resistance: Laser
Laser:
8/60%
Damage Threshold/Damage Resistance: Fire
Fire:
2/30%
Damage Threshold/Damage Resistance: Plasma
Plasma:
10/50%
Damage Threshold/Damage Resistance: Electrical
Elect.:
8/50%
Damage Threshold/Damage Resistance: Explosive
Explosion:
8/40%
Damage Threshold/Damage Resistance: EMP
EMP:
10/500%
Mother deathclaw Fallout 2
00000275
Strength
?
PvP
?
Experience Points
2000
Hit Point
HP: 310
Healing Rate
H.Rate: 3
Armor Class
AC: 35
Action Points
AP: 12
Melee Damage
Melee Dam: 25
Damage Threshold/Damage Resistance: Normal
Normal:
12/40%
Damage Threshold/Damage Resistance: Laser
Laser:
12/40%
Damage Threshold/Damage Resistance: Fire
Fire:
12/60%
Damage Threshold/Damage Resistance: Plasma
Plasma:
10/40%
Damage Threshold/Damage Resistance: Electrical
Elect.:
12/40%
Damage Threshold/Damage Resistance: Explosive
Explosion:
20/50%
Damage Threshold/Damage Resistance: EMP
EMP:
15/500%

Appearances[]

The deathclaw appears in both Fallout and Fallout 2. The tough deathclaw version appears only in Fallout 2.

Gallery[]

References[]

  1. 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. 2.0 2.1 2.2 2.3 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)
  3. Enclave research facility terminal entires; Cell block C console, Subject C-01
  4. 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)
  5. Gabriel
  6. Find the missing caravans
  7. 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)
  8. The deathclaw massacre within Fallout 2.
  9. Raven Rock terminal entries; delivery terminal, Note Regarding Recent Delivery
  10. In the quest Stop brahmin raids, Roger Westin mentions raids for food – the principal target being the NCR's brahmin herds.
  11. Gruthar: "{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"
    (Gruthar's dialogue)
  12. 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)
  13. 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."
  14. Deathclaw appearance across the Fallout series.
  15. NCR Radio distress beacon and Flash bang information

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. 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."
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