Fallout Wiki
Advertisement
Fallout Wiki

Deathclaws are creatures in Fallout 2.

Gameplay attributes

The creatures are mutated Jackson's Chameleons.[1] They are described as having sharp teeth, muscles, and claws.[2] Deathclaws lay eggs, pairings decided by the pack leader.[3] If the pack mother passes away, a new mate is chosen.[4]

There are several varieties of deathclaw, including those found in random encounters across the wasteland, often in groups of two to five and sometimes including young and baby deathclaws. Two other variants include tough deathclaws and intelligent deathclaws occupying Vault 13, created by the Enclave in an effort to create expendable soldiers.[5] Goris, the son of the Vault 13 pack leader Gruthar, is a recruitable companion.[6]

Variants

Deathclaw

Name (Proto ID)StatisticsDT/DRAbilities
Deathclaw
00000007
00000008
Experience Points
250
Hit Point
50
Healing Rate
2
Armor Class
5
Sequence
12
Action Points
7
Melee Damage
8
Critical Chance
5%
Damage Threshold/Damage Resistance: Normal
2-15%
Damage Threshold/Damage Resistance: Laser
2-15%
Damage Threshold/Damage Resistance: Fire
2-15%
Damage Threshold/Damage Resistance: Plasma
0-15%
Damage Threshold/Damage Resistance: Electrical
0-15%
Damage Threshold/Damage Resistance: Explosive
2-15%
Damage Threshold/Damage Resistance: EMP
0-500%
Deathclaw
00000084
Experience Points
1000
Hit Point
225
Healing Rate
3
Armor Class
10
Sequence
26
Action Points
11
Melee Damage
19
Critical Chance
5%
Damage Threshold/Damage Resistance: Normal
6-25%
Damage Threshold/Damage Resistance: Laser
4-10%
Damage Threshold/Damage Resistance: Fire
4-20%
Damage Threshold/Damage Resistance: Plasma
4-20%
Damage Threshold/Damage Resistance: Electrical
4-20%
Damage Threshold/Damage Resistance: Explosive
6-20%
Damage Threshold/Damage Resistance: EMP
0-500%

Deathclaw spawn

Name (Proto ID)StatisticsDT/DRAbilities
Deathclaw spawn
00000085
Experience Points
300
Hit Point
60
Healing Rate
2
Armor Class
8
Sequence
17
Action Points
9
Melee Damage
13
Critical Chance
3%
Damage Threshold/Damage Resistance: Normal
0-20%
Damage Threshold/Damage Resistance: Laser
0-20%
Damage Threshold/Damage Resistance: Fire
0-20%
Damage Threshold/Damage Resistance: Plasma
0-10%
Damage Threshold/Damage Resistance: Electrical
0-30%
Damage Threshold/Damage Resistance: Explosive
0-10%
Damage Threshold/Damage Resistance: EMP
0-500%

Tough deathclaw

Name (Proto ID)StatisticsDT/DRAbilities
Sm tough deathclaw
00000244
Experience Points
750
Hit Point
170
Healing Rate
2
Armor Class
27
Sequence
19
Action Points
10
Melee Damage
8
Critical Chance
25%
Damage Threshold/Damage Resistance: Normal
4-40%
Damage Threshold/Damage Resistance: Laser
4-40%
Damage Threshold/Damage Resistance: Fire
3-50%
Damage Threshold/Damage Resistance: Plasma
3-20%
Damage Threshold/Damage Resistance: Electrical
3-60%
Damage Threshold/Damage Resistance: Explosive
4-20%
Damage Threshold/Damage Resistance: EMP
0-500%
Tough deathclaw
00000245
Experience Points
1750
Hit Point
310
Healing Rate
2
Armor Class
40
Sequence
22
Action Points
12
Melee Damage
19
Critical Chance
25%
Damage Threshold/Damage Resistance: Normal
10-50%
Damage Threshold/Damage Resistance: Laser
8-20%
Damage Threshold/Damage Resistance: Fire
8-40%
Damage Threshold/Damage Resistance: Plasma
8-40%
Damage Threshold/Damage Resistance: Electrical
8-40%
Damage Threshold/Damage Resistance: Explosive
12-40%
Damage Threshold/Damage Resistance: EMP
0-500%

Mother deathclaw

Name (Proto ID)StatisticsDT/DRAbilities
Mother deathclaw
00000275
Experience Points
2000
Hit Point
310
Healing Rate
3
Armor Class
35
Sequence
30
Action Points
12
Melee Damage
25
Critical Chance
30%
Damage Threshold/Damage Resistance: Normal
12-40%
Damage Threshold/Damage Resistance: Laser
12-40%
Damage Threshold/Damage Resistance: Fire
12-60%
Damage Threshold/Damage Resistance: Plasma
10-40%
Damage Threshold/Damage Resistance: Electrical
12-40%
Damage Threshold/Damage Resistance: Explosive
20-50%
Damage Threshold/Damage Resistance: EMP
15-500%

Named deathclaws

Notes

Deathclaws are mentioned in the Fallout 2 Official Strategies & Secrets guide.[Non-canon 1]

Appearances

Deathclaws appear in Fallout 2.

Behind the scenes

Gallery

See also

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. Gruthar: "{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"
    (Gruthar's dialogue)
  3. 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)
  4. 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)
  5. 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?}"
    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.}"
    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.}"
    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)
  6. 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)

Non-canon

  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, 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."
  2. 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."
Advertisement