Deathclaws
Deathclaw.png

Deathclaw

Large monstrosity


Armour Class 16 (natural armour)
Hit Points 178 (21d10 + 84)
Speed 50 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 6 (-2)

Saving Throws Str +8, Dex +5, Con +7
Skills Athletics +8, Perception +4, Stealth +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 14
Languages none
Challenge 13 (10,000 XP)


Fight or Flight. When the deathclaw is reduced to 40 hit points or fewer, roll 1d6.

  • 1-4: the deathclaw attempts to retreat from the combat as fast as it can travel. However, it is a territorial creature and returns after regenerating (do not count this as beating the encounter unless the return of the deathclaw will not inconvenience the party or prevent the success of their objective).
  • 5-6: the deathclaw becomes enraged until it is defeated or it has no more living targets, with the following effects:
    • The deathclaw has advantage on Strength checks and Strength saving throws.
    • Increase the damage dealt by each of its melee attacks by 2.
    • The deathclaw gains resistance to bludgeoning, piercing, and slashing damage.

Gnaw. If the deathclaw has grappled a creature, it has advantage on bite attacks against that creature.

Keen Senses. The deathclaw has advantage on Wisdom (Perception) checks.

Pounce. If the deathclaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked Prone. If the target is Prone, the deathclaw can attempt to grapple it as a bonus action.

Powerful Leap. When the deathclaw makes a long jump, it can leap up to forty feet if it moves at least 10 feet on foot immediately before the jump. When it makes a standing long jump, it can leap only twenty feet. Each foot cleared on the jump costs a foot of movement.

Regeneration. The deathclaw regains 10 hit points at the start of any turn it begins with more than 0 hit points.

Actions

Multiattack. The deathclaw makes five attacks: either four with its claws and one with its bite, or four with its claws and one with its gore attack. If both the deathclaw’s claw attacks hit the same target and that creature is Large or smaller, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16).

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Gore. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage.

Frightful Presence. Each creature of the deathclaw’s choice that is within 60 feet of the deathclaw and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the deathclaw’s Frightful Presence for the next 24 hours.

Alpha Deathclaw

Large monstrosity


Armour Class 16 (natural armour)
Hit Points 228 (24d10 + 96)
Speed 50 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 6 (-2)

Saving Throws Str +9, Dex +6, Con +8
Skills Athletics +9, Perception +5, Stealth +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 18 (20,000 XP)


Fight or Flight. When the deathclaw is reduced to 50 hit points or fewer, roll 1d6.

  • 1-4: the deathclaw attempts to retreat from the combat as fast as it can travel. However, it is a territorial creature and returns after regenerating (do not count this as beating the encounter unless the return of the deathclaw will not inconvenience the party or prevent the success of their objective).
  • 5-6: the deathclaw becomes enraged until it is defeated or it has no more living targets, with the following effects:
    • The deathclaw has advantage on Strength checks and Strength saving throws.
    • Increase the damage dealt by each of its melee attacks by 3.
    • The deathclaw gains resistance to bludgeoning, piercing, and slashing damage.

Gnaw. If the deathclaw has grappled a creature, it has advantage on bite attacks against that creature.

Keen Senses. The deathclaw has advantage on Wisdom (Perception) checks.

Pounce. If the deathclaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked Prone. If the target is Prone, the deathclaw can attempt to grapple it as a bonus action.

Powerful Leap. When the deathclaw makes a long jump, it can leap up to forty feet if it moves at least 10 feet on foot immediately before the jump. When it makes a standing long jump, it can leap only twenty feet. Each foot cleared on the jump costs a foot of movement.

Regeneration. The deathclaw regains 20 hit points at the start of any turn it begins with more than 0 hit points

Actions

Multiattack. The deathclaw makes five attacks: either four with its claws and one with its bite, or four with its claws and one with its gore attack. If both the deathclaw’s claw attacks hit the same target and that creature is Large or smaller, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 17).

Bite. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Gore. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage.

Frightful Presence. Each creature of the deathclaw’s choice that is within 60 feet of the deathclaw and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the deathclaw’s Frightful Presence for the next 24 hours.

Legendary Actions

The deathclaw can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Claw. The deathclaw makes a claw attack.

Detect. The deathclaw makes a Wisdom (Perception) check.

Stomp (costs 2 actions). he deathclaw stomps the ground hard. Each creature within 10 feet of the deathclaw must succeed on a DC 17 Dexterity saving throw or be knocked prone. The deathclaw can then move up to half its speed and either make a claw attack or attempt to grapple the target.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.