Mewtwo, Variant (5e Creature)
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Medium aberration, lawful neutral
Saving Throws Str +12, Con +12, Int +15, Wis +15
Legendary Resistance (3/day). If Mewtwo fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Psionics). Mewtwo's innate spellcasting ability is Wisdom (spell save DC 23). 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)
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: +15 to hit, range 80/320 ft., one target. Hit: 34 (6d8 + 7) force damage plus 28 (8d6) psychic damage.
Aura Sphere. One target within 120 feet of Mewtwo must make a DC 23 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 23 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.
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 (Costs 2 Actions). Mewtwo makes one Aura Sphere attack.