Mewtwo, Variant (5e Creature)

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Mewtwo[edit]

Medium aberration, lawful neutral


Armor Class 21
Hit Points 380 (40d8 + 200)
Speed 60 ft., fly 120 ft. (hover)


STR DEX CON INT WIS CHA
21 (+5) 26 (+8) 20 (+5) 30 (+10) 27 (+8) 25 (+7)

Saving Throws Str +13, Con +13, Int +18, Wis +16
Skills Athletics +13, Intimidation +15, Investigation +18, Perception +16
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 25 (75,000 XP)


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

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

Psychic Defense. While the Mewtwo is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Legendary Resistance (3/day). If Mewtwo fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Mewtwo has advantage on saving throws against spells and other magical effects.

Pressure. All creatures of Mewtwo's choice within 60 feet of it have disadvantage on Constitution saving throws.

Innate Spellcasting (Psionics). Mewtwo's innate spellcasting ability is intelligence (spell save DC 26). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate, telekinesis

1/day each: dominate monster, plane shift (self only)

ACTIONS

Multiattack. Mewtwo makes three attacks: One with its Psystrike, one with its Aura Sphere, and then it uses one of its other abilities.

Psystrike. Ranged Spell Attack: +18 to hit, range 80/320 ft., one target. Hit: 55 (10d8 + 10) force damage plus 44 (8d10) psychic damage.

Aura Sphere. One target within 120 feet of Mewtwo must make a DC 26 Dexterity saving throw. A target takes 55 (10d10) force damage on a failed saving throw, or half as much on a success.

Safeguard. Mewtwo gains immunity to all conditions until the start of its next turn.

Laser Focus. The next attack Mewtwo makes before the start of its next turn that hits automatically results in a critical hit.

Miracle Eye. All creatures of Mewtwo's choice within 60 feet of it must succeed on a DC 26 Charisma saving throw. On a successful saving throw, the creature is immune to Mewtwo's Miracle Eye for 24 hours. On a failed saving throw, if the creature has resistance to psychic damage, it loses this resistance, and if the creature has neither resistance nor immunity to psychic damage, it gains vulnerability to psychic damage.

Barrier. All attack rolls against Mewtwo have disadvantage against it until the start of its next turn.

Amnesia. Mewtwo has advantage on all saving throws until the start of its next turn.


LEGENDARY ACTIONS

The Mewtwo 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 Mewtwo regains spent legendary actions at the start of its turn.

Detect. Mewtwo makes a Wisdom (Perception) check.

Move. Mewtwo moves up to its speed.

Aura Sphere. Mewtwo makes one Aura Sphere attack.

Psystrike (costs 2 actions). Mewtwo makes one Psystrike attack

mewtwo.jpg

A case when Mewtwo, after being created, decided to team up with scientists and do his own experiments - instead of blowing up entire facility and escaping like it usually goes with other Mewtwo's. Usually is on top of that group's hierarchy, being simultaneously general and doctor of science. Has slightly different skills from "wild" Mewtwo, due to training and proper socialization.

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