Deathclaws (5e Fallout Supplement)
Deathclaws[edit]
A failed supersoldier program developed by the prewar United States’ military based off of the Jackson’s chameleon, Deathclaws are ferocious predators with fearsome claws and terrible fangs. They attack anything in their paths, engaging with unmatched aggression. While most are unable to speak, a small community fostered by the enclave was noted to have mastered the English language.
Young Deathclaw[edit]
Medium monstrosity, unaligned Armor Class 17 All (natural armor)
Saving Throws Dex +4 Brave. The deathclaw has advantage on saving throws against being frightened. Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack. Rad Pool. Deathclaws have a rad pool of 60 rads. ACTIONSMultiattack. The deathclaw makes four attacks: one with its bite, two with its claws, and one with its gore attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) melee damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) melee damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 +7) melee damage.
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Adult Deathclaw[edit]
Large monstrosity, unaligned Armor Class 17 All (natural armour)
Saving Throws Dex +4 Brave. The deathclaw has advantage on saving throws against being frightened. Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack. Rad Pool. Deathclaws have a rad pool of 80 rads. ACTIONSMultiattack. The deathclaw makes four attacks: one with its bite, two with its claws, and one with its gore attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 7) melee damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) melee damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d8 +7) melee damage.
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Gatorclaw[edit]
Large monstrosity, unaligned Armor Class 17 All (natural armor)
Saving Throws Dex +4 Brave. The gatorclaw has advantage on saving throws against being frightened. Pounce. If the gatorclaw moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the gatorclaw can make one additional bite attack. Rad Pool. Gatorclaws have a rad pool of 80 rads. ACTIONSMultiattack. The gatorclaw makes five attacks: one with its bite, and four with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) melee damage. On a hit, they must succeed a DC 17 Strength saving throw or become grappled. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) melee damage.
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Deathclaw Alpha Male[edit]
Huge monstrosity, unaligned Armor Class 21 All (natural armour)
Saving Throws Strength +15, Constitution +8 Brave. The deathclaw has advantage on saving throws against being frightened. Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack. Rad Pool. Deathclaws have a rad pool of 200 rads. ACTIONSMultiattack. The deathclaw makes four attacks: one with its bite, two with its claws, and one with its gore attack. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 10) melee damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 10) melee damage. Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 10) melee damage.
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Deathclaw Matriarch[edit]
Large monstrosity, unaligned Armor Class 17 All (natural armour)
Saving Throws Dexterity +15, Wisdom +8 Brave. The deathclaw has advantage on saving throws against being frightened. Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack. Rad Pool. Deathclaws have a rad pool of 200 rads. ACTIONSMultiattack. The deathclaw makes 6 attacks: one with its bite, four with its claws, and one with its gore attack. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage. Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 10) piercing damage.
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Legendary Deathclaw[edit]
Huge monstrosity, unaligned Armor Class 21 All (natural armour)
Saving Throws Strength +15, Dexterity +15, Constitution +8, Wisdom +8 Brave. The deathclaw has advantage on saving throws against being frightened. Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack. Rad Pool. Deathclaws have a rad pool of 400 rads. ACTIONSMultiattack. The deathclaw makes six attacks: one with its bite, four with its claws, and one with its gore attack. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 10) melee damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 10) melee damage. Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 10) melee damage.
LEGENDARY ACTIONSThe Legendary Deathclaw can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Legendary Deathclaw regains spent legendary actions at the start of its turn. Claw. Move. The Deathclaw moves up to half its speed. Frightening Gaze (Costs 2 Actions). The Deathclaw fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Deathclaw’s gaze for the next 24 hours. |
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Variant: Glowing Deathclaw[edit]
Some deathclaws have absorbed ungodly amounts of radiation and have started to glow as a result. To make any type of deathclaw glowing, make all it’s attacks deal half the attack’s damage as rads as well as the base damage. Additionally, make the deathclaw immune to radiation, and give it the following trait, with X, Y, and Z representing numbers corresponding to the deathclaw’s size; X equals the deathclaw’s challenge rating, Y equals the deathclaw’s Hit Die size, and Z equals the deathclaw’s physical size in feet.
Radioactive At the start of each of the deathclaw’s turns, each creature within Z feet of it takes YdX rads.
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