Post-Apocalyptic
The Algonquian Wasteland in 2297 is a fragmented, harsh, and deeply isolated land. The grand ambitions of previous decades have crumbled, replaced by a desperate struggle for local survival. The shadows of the Old World loom large, not as a source of knowledge, but as a collection of dangerous ruins, misinterpreted legends, and the root of the land's enduring contamination. This is a setting ripe for tales of survival, exploration, and the difficult choices made when the wasteland calls.
Author's Note: Start in Mender's Nook.
Played | 21 times |
Cloned | 2 times |
Created | 16 days ago |
Last Updated | 3 days ago |
Visibility | Public |

HP Range140 - 160 (Avg: 150)
AC17
XP3900
Description
Genetically engineered killing machines, Deathclaws are intelligent and swift predators that hunt alone or in small packs. They are known for their devastating power and high perception, making them formidable foes in the wilderness.
Details
Size | Large |
Type | Monstrosity |
CR | 7 |
XP | 3900 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 17 |
HP Range | 140 - 160 (Avg: 150) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite Attack
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 6) piercing damage.
Claw Attack
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 6) slashing damage.
Pack Tactics
The Ontario Deathclaw has advantage on attack rolls against a creature if at least one of the Deathclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.