Elmo
Elmo
Sheet
AC 16 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Favored EnemyLevel 1
Elmo has studied a specific type of favored enemy, choosing humanoids, goblins. He has advantage on Wisdom (Survival) checks to track goblins and on Intelligence checks to recall information about them. He also knows one language of his favored enemies, Goblin.
- Natural ExplorerLevel 1
Elmo is particularly familiar with one type of natural environment, choosing forests. When making an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus is doubled if he is proficient in the applicable skill. While traveling for an hour or more in his favored terrain, he gains benefits including difficult terrain not slowing the group, enhanced tracking, improved stealth while alone, and greater awareness of danger.
- DarkvisionElfElmo can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot distinguish color in darkness, only shades of gray.
- Keen SensesElfElmo is proficient in the Perception skill.
- Fey AncestryElfElmo has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TranceElfElmo does not need to sleep. He meditates deeply for 4 hours each day and gains the same benefit that a human gains from 8 hours of sleep.
- Elf Weapon TrainingElfElmo is proficient with the longsword, shortsword, shortbow, and longbow.
- By Popular DemandEntertainer
Elmo can always find a place to perform, usually in an inn, tavern, festival, or other public gathering. In exchange for his performance, he can secure modest lodging and food for himself and his companions, provided he does not endanger the venue or abuse the hospitality offered.
Gear
9 itemsWeapons
- 2×ShortswordA light, finesse martial weapon that deals 1d6 piercing damage and has the thrown property with a range of 20/60 feet.
- LongbowA martial ranged weapon that deals 1d8 piercing damage and has the ammunition, heavy, and two-handed properties, with a range of 150/600 feet.
Armor
- Scale mailMedium armor made of overlapping metal plates. Armor Class 14 + Dexterity modifier, maximum +2. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
Tools
- Disguise kitA kit containing cosmetics, wigs, costume pieces, and other materials used to alter appearance.
- LuteA lute used for performances and travel songs.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side.
- Entertainer's packA pack containing a backpack, bedroll, two costumes, five candles, five days of rations, a waterskin, and a disguise kit.
- Favor from an admirerA token or favor from an admirer of Elmo's performances, such as a ribbon, signed playbill, or hand-carved charm.
Appearance
Elmo is a lean, long-limbed wood elf with sun-browned skin, unruly copper hair, and bright green eyes that seem constantly amused. His pointed ears are decorated with small brass bells, and his travel-worn cloak is patched with scraps of colorful stage costumes. He carries a polished longbow, two shortswords, and a battered lute whose case doubles as a compartment for maps, disguise supplies, and stolen snacks.
Mannerisms
Elmo punctuates important statements with a theatrical bow, hums while examining tracks, and gives dramatic introductions to animals before attempting to calm them. When nervous, he taps out rhythms on his bow or quietly recites lines from old stage plays.
Personality
Warm, theatrical, and relentlessly curious, Elmo treats strangers as potential audiences and dangerous situations as scenes that have not yet reached their funniest moment. He is observant beneath the clowning, quick to notice changes in mood, footprints, accents, and hidden exits. He is protective of fellow travelers and becomes unusually quiet when someone threatens artists, performers, or vulnerable outsiders.
Ideals
Freedom. Every road should be open, every story should be told, and no tyrant should decide what people are allowed to hear.
Bonds
When a fire destroyed the troupe's winter camp, several members vanished while protecting the performers from a marauding band. Elmo believes the attack was organized by someone who wanted an old elven songbook hidden among the troupe's props. He travels to recover the missing performers, uncover the truth, and preserve the songs that might otherwise be forgotten.
Flaws
Elmo cannot resist performing for an audience, even when silence and caution would be wiser. He also hides fear behind jokes, and when someone doubts his usefulness, he takes unnecessary risks to prove them wrong.
Quirks
Background
Elmo was raised among an elven traveling troupe that moved between woodland settlements, frontier villages, and city festivals. His family performed songs, acrobatics, puppet plays, and comic tales about legendary heroes. Elmo became the troupe's scout as much as its musician, ranging ahead to find safe campsites, watch for bandits, and learn which roads were washed out or haunted. His talent for mimicry and disguises often let him enter places where a sword would have caused trouble, although his habit of turning every tense moment into a joke occasionally caused more trouble than it solved.
“His family performed songs, acrobatics, puppet plays, and comic tales about legendary heroes.”
- Background
- Entertainer
Connections
Species
Elf
Media
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