Cluster 12
“If the Team Fortress 2 character Scout was a creature in a hypothetical D&D sett” (9 conversations)
fanfiction
1 turn Dec 22, 2023 at 4:24 AM EST Canada , British Columbia
USER
If the Team Fortress 2 character Pyro was a creature in a hypothetical D&D setting/homebrew, what would their statblock look like?
CHATBOT
Creating a stat block for the Pyro from Team Fortress 2 as a creature in Dungeons & Dragons (D&D) means translating the character's abilities into D&D mechanics. The Pyro is known for its use of a flamethrower, fire resistance/immunity, and being somewhat mysterious and unknowable. Here's a hypothetical stat block based on the 5th Edition ruleset: --- **Pyro** *Medium humanoid (any race), any alignment* --- **Armor Class** 15 (fire retardant suit) **Hit Points** 68 (8d8 + 32) **Speed** 30 ft. --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 14 (+2) | 15 (+2) | 18 (+4) | 10 (+0) | 12 (+1) | 8 (-1) | --- **Skills** Athletics +4, Intimidation +1 **Damage Resistances** fire **Senses** passive Perception 11 **Languages** any one language (usually Common) **Challenge** 5 (1,800 XP) --- **Special Equipment**. The Pyro has the following unique equipment: - **Flamethrower**: Has a range of 30 feet and functions similarly to a *flame tongue* weapon but deals 2d6 fire damage in a cone when used. - **Fire Axe**: Melee weapon attack that deals 1d8 slashing damage plus 1d6 fire damage. **Heat Resistance**. The Pyro has advantage on saving throws against being set on fire or effects that deal fire damage. **Napalm Grenades** (Recharge 5-6). The Pyro can throw a napalm grenade at a point it can see within 60 feet. Each creature within a 15-foot radius of that point must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of the Pyro's next turn, due to the flames. --- **Actions** **Flamethrower**. *Ranged Weapon Attack*: +5 to hit, range 30 ft. cone, one target. *Hit*: 13 (2d6 + 4) fire damage, and the target must succeed on a DC 15 Dexterity saving throw or catch fire. A creature that catches fire takes 5 (1d10) fire damage at the start of each of its turns. A creature can use its action to make a DC 10 Dexterity check to extinguish the flames. **Fire Axe**. *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 11 (1d8 + 2) slashing damage plus 3 (1d6) fire damage. --- This is a rough translation of the Pyro's abilities into D&D mechanics, with some additions to round out the character for use in a typical campaign. You can adjust the abilities and stats to better fit your campaign and your vision of the Pyro's abilities. Remember that translating video game characters into D&D always allows for creative interpretations.