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.
- 5-6: The Deathclaw becomes enraged until it is defeated or it has no more living targets. While enraged it gains the barbarian rage ability with a plus 4 bonus.
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 toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 21 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 32 (4d10+10) hit points at the start of its turn as long as it has more than 0 hit points.
Legendary Resistance (3/Day). When the Deathclaw fails a saving throw, it can choose to succeed instead.
Multiattack. The Deathclaw makes five attacks: four with its claws and either one with its bite or its gore. If two of the Deathclaw's claw attacks hit the same target and that creature is Large or smaller, it must succeed on a DC 21 Strength saving throw or be grappled.
Bite. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6+7) piercing damage.
Claw. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8+7) slashing damage.
Gore. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 24 (3d10+7) 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 21 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 its 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.
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). The Deathclaw stomps the ground hard. Each creature within 10 feet of the Deathclaw must succeed on a DC 21 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.
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