Mewtwo (5e Creature)

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Mewtwo[edit]

Medium aberration, chaotic evil


Armor Class 18 (natural armor)
Hit Points 357 (42d8 + 168)
Speed 35 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 24 (+7) 25 (+7) 25 (+7)

Saving Throws Str +12, Con +12, Int +15, Wis +15
Skills Athletics +12, Intimidation +15, Investigation +15, Perception +15
Damage Resistances poison; bludgeoning; piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 25
Languages Draconic, Sylvan, Common
Challenge 25 (75,000 XP)


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

Pressure. A creature that starts its turn within 60 feet of Mewtwo has disadvantage on Constitution saving throws.

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

Magic Weapons. Mewtwo's weapon attacks are considered magical.

Regeneration. Mewtwo regains 20 hit points at the beginning of every turn.

ACTIONS

Multiattack. Mewtwo can make 4 attacks, one with its Miracle Eye, one with its psycho cut, and 2 with its aura sphere.

Psycho Cut. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) psychic damage.

Aura Sphere. Ranged Weapon Attack: +15 to hit, reach 60/120 ft., one target. Hit: 31 (3d20) bludgeoning damage. Mewtwo uses its Wisdom modifier instead of the normal Dexterity.

Miracle Eye. As an action, Mewtwo can remove a psychic damage immunity until the end of Mewtwo's 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.

Psycho Cut. When an enemy comes within 15 feet of Mewtwo, Mewtwo can jump into the space next to that creature and make a psycho cut attack.

Move. Mewtwo moves up to its speed.

Grapple. Mewtwo may grapple the closest creature.

250px-150Mewtwo.png

Mewtwo, a version of the "New Species Pokémon", was created by man, not by natural processes. It has a powerful mind and a strong body as well, making it a good choice for everything from breaking down doors to breaking down minds. Mewtwo is not a good covert operative by any means, as it is almost bursting with psychic power.

That one escaped from lab, destroying entire facility and essentially disposing of it's personal - now it's vengeful for humans. While it's angry at humans who created him, he's just as likely to lash out at any human or human-aligned pokemon he finds - and generally enjoys breaking and terrorizing things. He also believes in supremacy of cloned Pokemon (like himself) over natural ones - not to mention of supremacy of cloned Pokemon over humans. Usually, that runaway Mewtwo starts his own cloning program and organizes group of equally aggressive Pokemon (made up primarily of clones made by Mewtwo himself; though groups made of aggressive or psi-dominated natural pokemon aren't unheard either) - with himself as ruler (or even deity), of that organization. While it's possible to turn him back into good self without excessive violence (what already happened in some cases) or by catching him with Pokeball (you'll need large stock of these) - it would be just as acceptable to "force him to acknowledge his wrongness" via combination of powerful Pokemon and modern weaponry.

For "civilized" Mewtwo, see Mewtwo, Variant (5e Creature).


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