|This is an overview article, focusing on background information and cross-game comparisons.|
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. The Jackson's Chameleon was used as the basis.[Non-game 1] 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.
- 1 Background
- 2 Biology
- 3 Variants
- 3.1 Baby deathclaw
- 3.2 Young deathclaw
- 3.3 Deathclaw
- 3.4 Deathclaw alpha male
- 3.5 Mother deathclaw
- 3.6 Legendary deathclaw
- 3.7 Deathclaw subtypes
- 4 Notes
- 5 Behind the scenes
- 6 Gallery
- 7 External links
- 8 References
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. 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. 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. However, the population in the Boneyard was keenly aware of their existence, as a single 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. Also, a single deathclaw was found living near the outskirts of the Hub.
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, the deathclaws broke free of their Enclave masters, becoming 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. However, their intelligence was discovered by Dr. Schreber of Navarro, whose report led to the extermination of intelligent deathclaws with extreme prejudice. Subsequent experimentation involved the aforementioned domestication units, although by the end of the 23rd century.
Deathclaws are a large, carnivorous, 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. The rippling musculature of the deathclaw provides it with superior strength, excellent speed, and incredible resilience in most combat situations.[Non-game 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.
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 in seconds. 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 very likely to have trouble penetrating it. The defense is enhanced by horns and dorsal spikes, making melee combat a very dangerous proposition.
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.
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. 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, while the alpha female will simply choose another mate to procreate. As such, reclaiming a deathclaw territory usually requires either killing both pack leaders, causing the pack to scatter, or wiping out the entire pack. Neither is particularly easy.
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. If killed, the pack mother will typically be replaced by another female in short order.
While deathclaw eggs are durable and resilient, with a remarkably long shelf life, deathclaws will seek out dark, sheltered areas to set up their nests. 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.
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, and grow back and upwards on females. Dorsal spikes grow much the same way as horns on males and act much the same way with larger being more desirable, but on females, dorsal spikes do not grow as large as they do on males and tend to be short in comparison. 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. The skin darkens as the deathclaw matures, reaching deep brown upon entering adulthood, and eventually dark brown, black or even black and blue for old, experienced claws.
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] 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. 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. 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. 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.
The ferocity of deathclaws and their incredible resilience has earned them the respect of wastelanders. Their existence was treated in skepticism in the first century after the war, and many considered them a tall tale, on the order of ghosts and demons. 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. Occasionally, they're used to insult people; allegedly, they're as bad as marketing directors. Other examples of deathclaw presence in popular culture is the expression "deathclaw in a mating season", and, allegedly, deathclaw costumes.
Deathclaws are primarily differentiated by age and gender, from the youngest, "baby" deathclaws, to the terrifying legendary male deathclaws.
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.
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.
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
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.
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.
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.
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.
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.
These deathclaws have suffered depigmentation of their skin. They are incredibly deadly, intelligent, and more durable than most deathclaws. Exposure to FEV that granted him increased intelligence also caused his skin to lose melanin, becoming stark white, and the eyes to stop producing pigment, allowing for his retina and the blood vessels to be seen.
An adult male 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.
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.
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.
These deathclaws are mammals[Non-canon 1] covered in a thick layer of fur, providing them with excellent protection from the elements, while their thick, leathery skin grants them excellent protection from 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 reptile deathclaws. 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.
Developed within the Secret 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.
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.
- Gatorclaws were created out of a mix of Jackson Chameleon and American Alligator genes, ending up as creatures relatively close to the Deathclaws.
Behind the scenes
- 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 6] 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 6][Non-game 7]
- According to the Fallout Bible[Non-game 8] and Scott Campbell,[Non-game 6] 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 7]
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
Fallout 3 and Fallout: New Vegas
Fallout and Fallout 2
Fallout: Brotherhood of Steel
- Deathclaw on Wikipedia
- Non-game sources
- 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 , 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."
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.
- Fallout Bible 0: "2235 The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments."
- 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."
- 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)
- 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."
- "The Origins of Fallout", part 3 by Scott Campbell
- Chris Taylor at No Mutants Allowed forum
- Fallout Bible 8, As always, firm chests just out of reach
Fallout Bible 8, Deathclaws...
- Non-canon sources