| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 18 | +4 | +8 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +7 |
| WIS | 18 | +4 | +8 |
| CHA | 18 | +4 | +4 |
Cunning Opportunist (1/Turn). Anselmo deals an extra 17 (5d6) damage to one creature he hits with advantage on the attack roll, or if another enemy of the target is within 5 feet of it and that enemy isn't incapacitated.
Evasion. If Anselmo is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and only half damage on a failure.
Reliable Talent. Any ability check Anselmo makes with Athletics, Intimidation, Insight, or Perception is treated as a 10 if the d20 roll is lower than 10.
Street Tyrant. Creatures attempting to deceive, persuade, or intimidate Anselmo have disadvantage if he can hear and understand them.
Multiattack. Anselmo uses two Action options of his choice.
Tactical Retreat. When more than a third of Anselmo's allies are defeated, or when one of his elite enforcers dies, he begins planning his escape. At the end of each of his turns thereafter, if no enemy is within 120 feet of him, Anselmo escapes through a prepared route and is removed from the encounter.
Brutal Shove. Anselmo attempts to shove a creature within 5 feet. He makes an Athletics check (+15) contested by the target's Athletics or Acrobatics. On a success, the target is knocked prone.
Malformed Spike Club. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing and bludgeoning damage.
Hold the Line. Until the start of his next turn, Anselmo enters a guarded stance. The first creature within 5 feet of him that moves, makes an attack, or casts a spell triggers the stance. Anselmo makes one Malformed Spike Club attack against that creature. On a hit, he immediately uses Brutal Shove against it.
Description
Anselmo Sherburn, or “Mad Horse,” was an adventurer long before he became a criminal. He was a rogue by training, but unlike the stereotypical thief, Anselmo was never afraid to get his hands dirty. He fought with whatever worked ranging from daggers, clubs, grappling, dirty tricks to opportunistic strikes.
He was a rogue by training, but unlike the stereotypical thief. Anselmo was never afraid to get his hands dirty. He fought with whatever worked, ranging from daggers and clubs to grappling, dirty tricks, and opportunistic strikes.
His adventuring career ended when Anselmo became the sole survivor. Nobody knows exactly what happened. Anselmo refuses to discuss it, and the few people who have tried tend not to ask twice. Whatever he saw in those final days convinced him that adventuring was a fool's game: risking one's life for promises and for people who might not survive.
He abandoned adventuring and eventually turned his talents toward crime. What began as a collection of thugs and smugglers became a well-organized criminal organization under his command.
Anselmo fights like an adventurer who has forgotten the rules. He prefers to fight at close range, where he can use his strength and dirty tactics to overwhelm an opponent.
For all his brutality, Anselmo is not fearless. He is simply very good at knowing what he can survive. He has no interest in dying for his pride, his employers, or his men. Anselmo will retreat without hesitation. Many may call it cowardice. Anselmo calls it the reason he is still alive.
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