Mew (5e Creature)

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Mew[edit]

Small celestial, neutral


Armor Class 20 (natural armor)
Hit Points 425 (50d6 + 250)
Speed 60 ft., burrow 60 ft., climb 60 ft., fly 120 ft. (hover), swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Str +11, Dex +11, Con +11, Int +11, Wis +11, Cha +11
Proficiency Bonus +6
Damage Immunities psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, petrified
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP)


Divine Being. Mew can't be surprised and can't be changed into another form against its will.

Immortal Nature. A Mew doesn't require air, food, drink, or sleep.

Synchronize. When Mew is paralyzed, poisoned, stunned, or put to sleep by an effect originating from a creature within 120 ft. of it, that creature must make a DC 19 Wisdom saving throw or be affected as well as if they were targeted by the effect.

ACTIONS

Metronome. Mew uses three of the following magical moves at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Tri-Attack. Mew attacks the target with three orbs of energy. The target must succeed on a DC 19 Dexterity saving throw against each one or take 14 (4d6) force damage per orb.

2. Flamethrower. Mew shoots a blast of fire at the target. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) fire damage, and If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

3. Hydro Pump. Mew shoots a pump of water at the target. The target must succeed on a DC 19 Strength saving throw or take 35 (10d6) bludgeoning damage and be pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back.

4. Thunderbolt. Mew shoots a bolt of lighting at the target. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) lightning damage, and If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be paralyzed until the end of its next turn.

5. Energy Ball. Mew shoots a ball of draining energy at the target. The target must succeed on a DC 19 Constitution saving throw or take 28 (8d6) necrotic damage, and Mew regains half as many hit points.

6. Ice Beam. Mew shoots a blast a frigid energy at the target. The target must succeed on a DC 19 Constitution saving throw or take 35 (10d6), and If the target is a creature, it has disadvantage on attack rolls until the end of its next turn.

7. Aura Sphere. Mew shoots an orb of force at the target. The target must succeed on a DC 19 Dexterity saving throw or take 42 (12d6) force damage, taking half as much on a successful save.

8. Sludge Bomb. Mew shoots a ball of poison at the target. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) poison damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

9. Earth Power. Mew tears apart the ground at the feet of the target. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) bludgeoning damage and be knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

10. Air Slash. Mew launches a wave of air at the target. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) slashing damage, and if the target is a creature, on its next turn, it must choose whether it gets a move, an action, or a bonus action.

11. Psyshock. Mew blasts psychic energy at the target. The target must succeed on a DC 19 Wisdom saving throw or take 28 (8d6) psychic damage , and if the target is a creature, it is frightened of Mew for 1 minute. On a successful save, a creature takes half damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

12. Bug Buzz. Mew shoots a beam of sound at the target. The target must succeed on a DC 19 Constitution saving throw or take 35 (10d6) thunder damage, and if the target is a creature, it is stunned until the end of its next turn.

13. Ancient Power. Mew shoots a blast of magical rock at the target. The target must succeed a DC 19 Dexterity saving throw or take 28 (8d6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

14. Shadow Ball. Mew shoots a beam of ghostly energy at the target. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) psychic damage, and if the target is a creature, it must succeed on a DC 19 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This move has no effect on constructs and undead.

15. Dragon Pulse. Mew shoots a blast of draconic magic at the target. The target must succeed on a DC 19 Dexterity saving throw or take 63 (18d6) force damage, or half as much on a failed save. Mew has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn.

16. Dark Pulse. Mew shoots a pulse of darkness at the target. The target must succeed on a DC 19 Constitution saving throw or take 28 (8d6) necrotic damage, and if the target is a creature, it is blinded for 1 minute. On a successful saving throw the target takes half as much damage and isn't blinded. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on a success

17. Flash Cannon. Mew creates a pulse of energy to fire at the target. The target must succeed on a DC 19 Constitution saving throw or take 35 (10d6) force damage and, and if the target is a creature, it is deafened for 1 minute. On a successful saving throw the target takes half as much damage and isn't deafened.

18. Moonblast. Mew fires a blast of light at the target. The target must succeed on a DC 19 Constitution saving throw or take 28 (8d6) radiant damage, and if the target is a creature, it is charmed by Mew for 1 minute. On a successful save, a creature takes half damage but isn't charmed. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

19. Slow. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

20. Mew rolls twice, ignoring additional 20s.


LEGENDARY ACTIONS

The Mew can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mew regains spent legendary actions at the start of its turn.

Me First. Mew uses one random metronome move.

mew.jpg
Mew Source

Mew is the supposed ancestor of all Pokémon. They are said to have DNA from all Pokémon. Not much time ago, a villainous organization named Team Rocket found an eyelash from Mew and used it to clone the ancestor. However, the clone went berserk, destroying its creators' laboratory and escaping. The clone was later found by Mew and challenged to a duel, and it took the sacrifice of a youth named Ash Ketchum to stop them. Now, Mew and its clone live in near harmony.

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