Deathclaws are a
fictional race race of evolved reptilians in
the
Fallout universe.
Mutated from a horned
variety
Jackson's chameleons, Deathclaws are
large (3-meter tall), highly aggressive bipedal carnivores. They
are very strong, fast, and tough, making them a challenge for
poorly equipped characters.
In Fallout 1, Deathclaws are viewed
with almost superstitious dread by those who know of them. They are
thought to be "ghosts of the war", vicious and nearly
indestructible.
In Fallout 2, it is revealed that the Enclave
attempted to convert Deathclaws into soldiers; using a modified
F.E.V. to increase their intelligence. The experiment succeeded too
well: the Deathclaws realized that they were enslaved, and feigned
unintelligence until they could escape. These intelligent
Deathclaws, capable of speech and reason, created a peaceful
community within the abandoned Vault 13. The Chosen One (the
player) can interact peacefully with these Deathclaws, who do not
harm humans, even permitting humans to leave freely among them.
If
the Chosen One chooses to aid the Deathclaws, one of them, a
scholar named Goris, will be available to join the party. Goris
cannot wear armor or use weapons other than his own claws, but is
quick, tough, and can do heavy damage with critical hits.
The
average intelligence of a modified Deathclaw is that of an
eight-year-old human. However, they vary widely in this regard,
with several individuals approaching or exceeding average adult
human intelligence. When encountered in Fallout 2, they are using
selective breeding in the hopes of
producing stronger, more intelligent offspring.
In Fallout:
Tactics, you can help a Deathclaw matriarch and thereby gain
Deathclaw members for your squad. At least in Fallout: Tactics,
Deathclaws are all intelligent.
In all three games, there are
rural deathclaws. They may be intelligent, but confirming that is
rather hard, as they are at least smart enough to see you as their
next meal.