死亡爪是一种体型极其巨大, 行动极其灵巧, 力量极其强大的变异物种. 它们是由基因工程所创造的. 除了身形比人类大出许多, 死亡爪还有着一对巨大而危险的爪子.
死亡爪的直立高度大约为10英尺（3.05米）, 通常在它们发现你之前, 你就能很容易地从远处发现它们. 它们的速度快地惊人, 可以轻松地在几秒钟里跑出上百英尺.
尽管他们没有声带, 死亡爪似乎能够像鹦鹉一样模仿人类的语言. 不过, 普通死亡爪的智力不足以让他们真正意义上地讲话. 用毒标枪射击可以让死亡爪的速度大幅度降低.
死亡爪最初由美国军方在The Great War之前创造. 目的是用它们在高危险性, 近战格斗型和搜索并摧毁型的任务中代替人类士兵. 它们是由杰克森变色龙经各种不同物种的DNA转基因而来.
教主在早期也做过关于死亡爪的实验, 但是他的实验并不太成功, 最终这些实验结果也没有应用到他的军队中. 不过, 他所做的修改导致的基因重组, 使其中一些试验品变成了更加危险的野兽.
大概在2161年的时候, 对于大部分南加州的居民来讲, 死亡爪仍旧只是一个传说, 一种传奇的怪兽. 在辐射中, 第一只死亡爪出现在一个寻找失踪商队的任务中：虽然一些人相信, 死亡爪并不用为商队的失踪承担责任, 但在它巢穴里的证据确实给了事件一个正确的答案. 死亡爪们还在晒骨场的废弃仓库区建立了一个巢穴, 阻碍了武器走私者和任何潜在买家的交易, 并且让这个区域的清理变得极为危险. 随着死亡爪数量的增加, 它们不再被看做是一种传奇的怪兽, 而仅仅被当做了又一种危险的动物.
雌性死亡爪, 也被称作母亲和女族长, 比雄性要更强悍, 同时数量也更少. 在一定时间里, 只有一只雌性是这群死亡爪的母亲, 它死后另一只母死亡爪会代替它的位置. 一群死亡爪由“最有权威的雄性”领导.
有些死亡爪没有背刺, 头顶角方向向后而且更小, 这些都有可能是雌性死亡爪的象征.
小死亡爪是死亡爪的幼儿形态, 在西岸随处可见. 它们在外表上和成年死亡爪相似, 只是体型小一些. 在辐射3中的死亡爪圣殿入口处可以见到两只小型死亡爪, 虽然名字上不是小死亡爪. 它们大概有成年死亡爪三分之二的大小. 在顶呱呱超级市场外的随机事件中也能见到一只小型死亡爪. 该事件包括了死亡爪与一个戴着死亡爪拳套的废土游民.
2235年, 英克雷捕获了许多死亡爪然后把它们暴露在FEV下. 这使它们的智力迅速增长, 给了它们用不同程度上的知识和清晰度来说话的能力. 这一亚种的智力高度发达, 大概和8岁儿童相当, 还有些个案的智力达到了普通成年人的水平. 它们的学习能力很强并且能够进行抽象思维和推理. 尽管他们没有声带, 死亡爪似乎能够像鹦鹉一样模仿人类的语言. 社会方面, 它们有着严格的等级制度, 爱好和平, 并且遵循本群体的道德规章. 它们普遍对所在群体极为忠心, 把群体看做是一个大家庭而不是小家庭的集合. 群体内部从不会出现不合, 而群体的领导者在控制着群体生存的各个方面, 比如选配雌雄死亡爪繁衍后代. 奇怪的是, 死亡爪在暴露在FEV下不会产生不育现象; 这种特性现在还无法解释.
这支死亡爪的亚种居住在原来的伊利诺斯州, 密苏里州和堪萨斯州区域, 它们在身体上进化出了几片毛皮以应付寒冷的气候. 此外, 它们之中的一些早在2197年就有了说话的能力, 也就是说它们很可能是通过自发突变获得了语言能力, 或者是被英克雷以外的人进行了实验. 另一种可能是它们在The Great War之前就被设计成了一个有高智商和讲话的能力的种族. 它们和西岸的同类相比, 也更倾向于女性族长, 群体也是由女性领导的. 在婴幼儿时期, 这些死亡爪的毛发较少而且看起来也完全未开化, 行为像动物一样活着只是简单地追随成年个体. 据推测它们在成年后才会有自我意识.
显然, 避难所科技的科学家获取了死亡爪做生物武器的样本并且尝试了进行改善, 他们使用了FEV, 辐射和各种科学技术. 这个新品种变得更大更强, 产生了更多的肌肉块和一套有着很多突刺的外骨骼. 不过, 变异使它们的视觉失灵, 迫使这些死亡爪只能依赖于其它感官. 活的越久, 体型就越大, 所以它们的变异与FEV效应和废都的超级变种人应该非常相似. 这些死亡爪的蛋也很特别, 看起来更像一堆和人类一般大的肉团.
|SPECIAL||Level||Hit Points||XP||Combat skill||Attack damage||Special damage|
|6 ST, 8 PE, 6 EN, 2 CH, 4 IN, 5 AG, 10 LK||12||500||50||85||100||N/A|
The majority of hostile Wasteland characters (i.e. Talon Company or Enclave patrols, rogue robots, or wasteland critters such as Yao Guai or Radscorpions) seem to consider Deathclaws a priority target, and will usually attack the Deathclaw instead of attacking the player.
Deathclaws have the tendency to spawn at random encounter locations throughout the Wasteland even at early stages of the game. They will never appear at places within the DC Metro area (unless taken there by the Enclave), but other locations that were once safe — like Super-Duper Mart or areas east of Vault 101 — have the potential to begin spawning solitary Deathclaws, even as far south as Dukovs Place. In addition, two main locations are heavily populated by Deathclaws: the Deathclaw Sanctuary in the Northwest corner of the map, and Old Olney in the Northeast. One can also be reliably encountered at the F. Scott Key Trail & Campground. Also, another sometimes stalks the area west of canturbury commons, attacking any traders that head its way.
A Deathclaw encounter has even been noted to happen outside of Megaton as you leave. You will see it run up and take out that Deputy Protectron first. (Confirmed PC)
Deathclaws make appearances as Enclave camps begin to appear. These camps are likely to house caged Mind-Controlled Deathclaws, which are just the same as regular ones with the exception that they will not attack Enclave forces. However, as the mind-control devices on their heads can be targeted, the potential to put them into a Frenzy remains.
Deathclaw corpses contain a Deathclaw Hand, a component which can be used in creating a Deathclaw Gauntlet. The Gauntlet is the strongest unarmed weapon in the game, having a (x5) critical multiplier and the unique property of ignoring target armor (damage resistance), which makes it as effective against an adversary in Power Armor as against an unarmored Raider.
It is important to note that Deathclaws possess some degree of intelligence as they'll purposefully avoid mines. One very important feature of deathclaws is that they also can open doors. In urban areas, deathclaws have been seen to run away from the player around a corner, making the player follow it a little carelessly. As soon as the player gets around the corner, however, it pounces on the player straight away, showing tactics.
Deathclaws can sometimes been seen 'sharpening' their claws on metal structures, especially in Old Olney and Old Olney Sewer.
After downloading Broken Steel random encounters with deathclaws occur far more often, and at higher levels deathclaws can be commonly seen traveling in pairs. During the quest Shock Value, the player can receive a item that causes Enclave Controlled Deathclaws to become allies.
If the player hit Deathclaws with the Dartgun, their legs will cripple and they will not be able to run anymore. Now one just need to choose a ranged weapon, to stay away from its attack range, and do some hit and run until it dies. In areas where there is no space to hit and run, like Old Olney Sewer, the Combat Shotgun is a good choice. If two or more Deathclaws engage the player, one is advised to first hit all of them with the Dartgun and then kill one by one.
It should be note that the attacks of the Deathclaw are similar to the attacks of the Daedroth from Oblivion, although the Deathclaw is faster and doesn't use magic.
In Fallout Tactics patched to 1.27 deathclaws are deadly. They are highly resistant to regular ammo. The NPC's in each bunker often say " I have some AP ammo for those deathclaws." but they will not trade it. Even an Anti-Vehicle mine, does only medium damage. The first mission where a player is confronted with 2 Deathclaws and around 5 Baby Deathclaws in Fallout Tactics is Quincy, but they can be seen in a Random Encounter before that mission.
- Destroying the mind control device on a deathclaw (Or at least attempting to) can be rather risky as you have a higher chance at getting a critical headshot than a frenzy.
The deathclaws are a reference to the Shadowclaws in Wasteland. In Scott Campbell's original concept art (see: gallery), deathclaws were mammals covered with fur. The reason it lost the hair from concept to production was a technical limitation of the rendering software, which couldn't get all the hair to move properly. The hairy Deathclaw in Fallout Tactics was inspired by the original concept.
According to the Fallout Bible, after a Dungeons & Dragons computer game made by Interplay was cancelled, deathclaws were modelled (visually) on the Tarrasques of the D&D canon, as a Tarrasque clay model was already made. However, according to Chris Taylor, while they do look Tarrasque-like, it was not intentional and the clay model was supposed to be a deathclaw from the start..
- "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 (Beth's dialogue file)
- "The Deathclaws are all over in the Boneyard. I'd rather not even think about them. Huge and aptly named." - Katja (Katja's dialogue file)
- "Okay. Well, it's like a damn big man, is what it is. Got spikes and claws that can cut through the heaviest armor. But don't let the size fool ya, it's quick." - Harold (Harold's dialogue file)
- "You can't look at 'em! It is said the Death Claw can hypnotize just by lookin'. Then it walks up and "boom", you're et!" - Harold (Harold's dialogue file)
- "Heard some tales about something faster, bigger, and meaner than any living creature has a right to be. Not too many, though, which means that it doesn't leave many survivors. Big claws, ferocious disposition." - Tycho (Tycho's dialogue file)
- "The Death Claw? Oh, that's a bedtime story. Drinks blood and howls at the full moon." - Killian Darkwater (Killian's dialogue file)
- "I heard a tale from a traveller up from the south. He said the Death Claw was a creature that killed people at night. He said no one can catch it, because it can disappear like smoke. Not that I believe it, of course." - Tandi (Tandi's dialogue file)
- Protectrons humorously say that Deathclaws are critters of unusual size.
- There also seems to be a strange glitch with Deathclaws in Fallout 3. Sometimes when they are encountered by the player, they randomly fly straight up into the sky- literally hundreds of feet into the air, so far so that they pass out of sight and even out of V.A.T.S. range. When this glitch is encountered, it will be quite surprising, and even funny. There is no real trigger to this event, as they sometimes are attacking, idle, or roaming when it occurs. The Deathclaw will rarely die from this random flight, however it will take damage when it lands.
- Sometimes flying Deathclaws will "loop". They will fly into the air, spawn near the ground, then fly into the air again. Each time the loop occurs, the Deathclaw appears to suffer no falling damage. If the player targets the Deathclaw and successfully lands some hits, the Deathclaw may end up never returning from flight, which can be quite bothersome because it will keep the player in the [DANGER] status for awhile, preventing fast traveling, waiting, or even talking to NPC's because they may be fleeing.
- Targeting flying Deathclaws using V.A.T.S. can result in rather humorous bullet behavior. Sometimes bullets tracking the Deathclaw as it rockets into the air will tumble, perhaps due to the Deathclaw's massive acceleration.
- There seems to be a glitch involving the download of Broken Steel in which a friendly Enclave-Controlled Deathclaw follows you into Tenpenny Tower if you have the Deathclaw Control Scrambler. It then proceeds to kill everyone in the lobby. This can be countered by keeping a strong weapon out such as A3-21's Plasma Rifle or the Terrible Shotgun, and shooting it in the back before it can kill Chief Gustavo and the other security guards in the lobby (have not tested on ghoul-controlled Tenpenny Tower, need confirmation). If this fails, simply reload the autosave and try again. (Confirmed on 360.)
- Outside Dukov's place an Enclave controlled deathclaw may bemarked as a friendly on the compass. It will kill all the radroaches in the area. Then it walks back to its cage and the script for it exiting started where it looks both ways then jumps out. Afterwards it was hostile.
- If you fast travel to any area with your controlled Deathclaw, the Deathclaw will seem to die mysteriously. This is not the case. The scribe who gave you the Deathclaw Scrambler explains to you that there are bad effects if you go too far from Enclave bases, not for you but the Deathclaw.
- The mind controlled Deathclaw in Raven Rock was marked as friendly, and when it was released, it just stands, doing nothing in the mouth of its cage.
- A very uncommon glitch happens where Enclave controlled Deathclaw's appear friendly to you(Animal Friend Perk)and stand in front of you for about 8 seconds then attack you.
- East of Robo Co factory, there is sometimes a random Deathclaw wandering around. If you raise a sniper or a black hawk (or gun with a scope), it will disappear.
- Sometimes, while fast traveling in Megaton, a friendly Deathclaw will spawn next to character, then it will start attacking Megaton Settlers. This might occur while having the Deathclaw Control Scrambler in your inventory, after completing the given optional quest, related to the scrambler device. After dealing with the Deathclaw mishap, you will be able to revive any unwanted casualties, by hitting the console button (yes, available only for the PC), targeting the corpse, typing in "resurrect" then hitting enter. Upon exiting the console, the Megaton Settler will be alive again and it shall return to it's normal scripted activities.