AC 15 (
bracers of defense
,
ring of protection
)
HP 93 (17d8+17; bloodied 46)
Speed 30 ft.
Proficiency +3; Maneuver DC 13
Saving Throws Str +0, Dex +6, Con +2, Int +6, Wis +3, Cha +5
Skills Deception +12, History +10, Insight +10, Investigation +10, Perception +10, gaming set +6, thieves’ tools +6
Senses passive Perception 18
Languages Coptic, Hittite, Latin
Evasion. When Cleopatra is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Fast Learner. After Cleopatra has heard a creature speak for 1 minute or longer, she can mimic its manner of speaking as long as she knows the same language as the creature (allowing her to seem like she is local to a given region).
Sneak Attack (1/turn). Cleopatra deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Cleopatra that isn’t incapacitated and Cleopatra doesn’t have disadvantage on the attack roll.
Tactician. Cleopatra is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Cleopatra and is within 30 feet of her.
SPECIAL TRAITS
Diplomatic. Cleopatra can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what she says during 1 minute of talking. On a success, as long as Cleopatra remains within 60 feet of it (and for 1 minute afterward) the target is charmed by her. Cleopatra automatically fails on the check if she or her companions are fighting the target.
Master of Intrigue. Cleopatra can use an action to fool one humanoid she can see within 30 feet of her. The target must be able to hear her make a Charisma (Deception) check contested by its Wisdom (Insight) check. On a success, the target is fooled until the end of Cleopatra’s next turn or until she attempts to fool a different target. Cleopatra doesn’t provoke opportunity attacks from movement around a fooled target and she has advantage when attacking a fooled target. On a failure, Cleopatra can’t fool the target for 1 hour.
Medical Learning. A creature that Cleopatra uses a healer’s kit to stabilize regains 1 hit point. In addition, she can use an action and a single use of a healer’s kit to end a creature’s wounds. The creature regains 1d6 + 4 hit points, plus hit points equal to the creature’s total hit dice. A creature can only benefit from this feature once between short or long rests .
ACTIONS
Magic Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
BONUS ACTIONS
Cunning Action (1/turn). Cleopatra can use a bonus action to take the Dash, Disengage, Help, or Hide action.
REACTIONS
Uncanny Dodge. When an attacker Cleopatra can see hits her with an attack, Cleopatra can use her reaction to halve the attack’s damage against her.
This time we’re examining the quintessential Queen of the Nile and a woman who personifies intrigue—the one and only Cleopatra! Cleopatra was the last ruler of the Ptolemaic Kingdom; after her death, Egypt became a Roman province. The end of her final reign marks the end of the Hellenestic period, which started with Alexander the Great.
Many of us know Cleopatra through the lens of “Egyptomania” solidified in pop culture since the Victorian Age but this woman’s history is far, far, far more involved than that. Her reign isn’t just one period of rule, it’s several, sometimes as a sole queen, sometimes as a joint-ruler with her siblings, and sometimes by manipulating others from afar. Whether or not she was on the throne, she was constantly using her position to create other ties with figures of authority and note, siring children with both Julius Caesar and Marc Anthony before ultimately becoming the target of the Roman Republic’s final war. In short, Cleopatra definitely led an interesting life.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.