ELMO IN AD&D!
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IN AD&D!!!

CLIMATE/TERRAIN: Sesame Street, Small childrens rooms, anywhere where
Sesame Street is broadcast (just about everywhere that has TV/Crystal Balls).
FREQUENCY: Very Rare, or common on the earthly plane.
ORGANISATION: Unique
ACTIVITY CYCLE: Day
DIET: Nil (lives on brain-waves registering as "STUPID")
INTELLIGENCE: N/A
TREASURE: Nil
ALIGNMENT: Neutral (pathetic)


NO. APPEARING: 1
ARMOUR CLASS: 5 (plush, but small and fast)
MOVEMENT: 12 (20)
HIT-DICE: 2
THAC0: 19
NO. OF ATTACKS: 1 or laugh
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Laugh
SPECIAL DEFENCES: +5 weapon or higher required to damage Elmo.
MAGIC RESISTANCE: 50% (ignores it, having too much fun)
SIZE: T
MORALE: 18
XP VALUE: 175

The Tickle-Me Elmo is, quite simply, the single best creature in the world, indeed in all the planes, at simply PISSING ADVENTURERS OFF. This happy, simple little creature only wants to play. Too bad for the adventurers that he doesn't have a very good way of going about this. The little bastard simply runs up to the characters and yells "let's play! let's play!" If the characters ignore him, he'll continue for months until he see's someone more interesting or he decides that the characters are stuck up grown ups. If the characters attack him, then he still doesn't fight. He just thinks they're playing.
COMBAT: Elmo is immune to all but the most powerful magical weapons. He just thinks that his opponents are playing and ignores any pain. Magic can sometimes get his attention and hurt him, but don't count on it.

Whenever someones attack would have hit Elmo, even if the weapon can't actually harm the little ****, Elmo uses his special laugh attack. Laughing, Elmo says "Ha ha ha, that tickles!" Any character of wisdom 10 or less must save vs spells at -4 or realise that Elmo is just so cute and cuddly and that they simply must play with him. This enchantment lasts for 1d6 days when the character comes to his senses with a bad hangover and dreadful, frightening memories of what took place whilst playing with Elmo. Characters with a wisdom of 11 or above make the saving throw at +1 and only play with Elmo for 1d4 days until the effect wears off.


HABITAT/SOCIETY: Tickle-Me Elmo exists simply to play. Play and fun is all that gives his life meaning and he travels the entire universe looking for friendly looking people to play with. Alas, he always seems to choose adventurers. DM's, feel free to have Tickle-Me Elmo turn up in what appears to be a perfectly normal dungeon and watch in delight as the players faces show all sorts of amusing expressions of disbelief.
ECOLOGY: As a solitary wanderer, Elmo has no real home. However, he does seem to spend quite a lot of time in Sesame Street, located on the demi-plane of Complete Idiocy.


Elmo would like to send a big warm and fuzzy thankyou to aaaalll the nice people out there who visit his page, yeah.

Read Elmo's Dreambook!
Sign Elmo's Dreambook!
Dreambook
Email: j7514668@emu.bendigo.latrobe.edu.au

Elmo is owned by CTW or by YOU! if you hand over your life savings at K-Mart.