Mew
Mew is a pink, bipedal Pokémon with mammalian features. It has a rounded, wide snout; triangular ears; and large, blue eyes. It has short arms with three-fingered paws and large hind paws with oval markings on the soles. Its tail is long and thin with an ovoid tip. Its fur is so fine and thin, it can only be seen under a microscope. Mew is said to have the DNA of every single Pokémon contained within its body, allowing Mew to learn and use any attack. it shows signs of intelligence, curiosity, shyness, playfulness, and even selflessness. Mew is incredibly adaptable and able to travel freely in the air or underwater. Mew can create a green, yellow, or pink orb of energy around itself for protection, although only the pink orb is seen in the latter.
Mew was discovered by Jessie's mother, Miyamoto, who registered its cry in Guayana Forest it was worshiped for its protection by indigenous people who created a folk song in its honour and believed it appeared once a year with the rising sun. It wasn't rediscovered until 18 years after Miyamoto met Mew by sunrise on the peak of the highest mountain in a South American mountain range and fell.
Scientific expeditions have sighted Mew in Guyana, South America, the place where it was first discovered. Since Mew can make itself invisible at will, very few people have knowingly seen it, leading some scientists to declare it extinct and most to assume it to be a mirage. It will only show itself to a person who is pure of heart and has a strong desire to see it for themselves. Mew is shown to be capable of splitting to transform into two Pokémon at the same time.
A Mew's Lair An adventurous Mew may occasionally venture into civilized society while transforming into another Pokémon. But it only makes its permanent home deep in the most impenetrable jungles on isolated and densely forested tropical islands. In these areas, a Mew may claim as its lair a massive and hollow tree, a clandestine cave behind a waterfall, or a forgotten and ancient temple nearly buried in moss and sprawling vines. These lairs will have high amounts of biodiversity; many beasts and other creatures are naturally drawn towards Mew, and Mew acts protective and curious towards them. A Mew may keep a collection of objects in its lair that it has recovered from trips into civilization; these objects typically reflect the Mew's curiosity about civilization and include things such as toys, shiny objects, and artwork.
Lair Actions On initiative count 20 (losing initiative ties), the Mew takes a lair action to cause one of the following effects, the Mew can't use the same effect twice in a row:
- The Mew glimpses the future, so it has an advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round
- Each creature within 120 feet of the Mew must succeed on a DC 15 Charisma saving throw or be teleported by the Mew. If multiple creatures fail the saving throw, they randomly and immediately switch places with each other. If only one creature fails the saving throw, the Mew can choose to either switch places with the creature itself or teleport the creature to an unoccupied space up to 60 feet away that doesn't put it in immediate danger
- A shimmering mist of a pale pink colour swirls around one creature the Mew can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the Mew until initiative count 20 on the next round
- Banks of beautiful, shimmering, faintly pink mist manifest within 6 miles of the Mew's lair. The mist doesn't obscure anything and gives the affected area a vibrant and idyllic glow
- Wild creatures who nest or reside within 6 miles of the Mew's lair. They treat intruding creatures with curiosity and friendliness but can become hostile toward another creature if provoked or threatened by it
- Within 3 miles of its lair, the Mew leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures. The plants remove themselves from the Mew's path
- Within its lair, the Mew can set illusory sounds so that they can be heard in various parts of the lair. The Mew delights in pleasant sounds, such as soft music, gentle rain, and chiming
Mew
When viewed through a microscope, this Pokémon’s short, fine, delicate hair can be seen.
Armor Class | 22 | ||
---|---|---|---|
Hit Points | 50d6+250 | ||
Speed | 30 ft. | Burrow 30 ft. | Climb 30 ft. |
Fly 30 ft. | Swim 30 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 20 (+5) | ||
Constitution | 20 (+5) | ||
Intelligence | 20 (+5) | ||
Wisdom | 28 (+9) | ||
Charisma | 22 (+6) | ||
Saving Resistances | Bludgeoning | Piercing | Slashing from non magical weapons |
Saving Throws | Dexterity d20+10 | Constitution d20+9 | Wisdom d20+16 |
Skills | Insight d20+16 | Percussion d20+14 | Perception d20+16 |
Senses | Truesight 120 ft. | Passive Perception 26 | |
Languages | Telepathy 120 ft. | Celestial | |
Challenge | 23 (50,000 XP) | ||
Special 1 | Legendary Resistance (3/day) | If Mew fails a saving throw, | it can choose to succeed instead |
Special 2 | Ancestor | Mew can change the damage type of any attack it makes to anything it wishes | |
Special 3 | Magic Resistance | Mew has advantage on saving throws against | spells and other magical effects |
Special 4 | Ancient Power | Mew can use telekinesis as a bonus action at will. | It can also maintain the spell as a bonus action |
Special 5 | Premonition | Mew adds its Wisdom modifier to its AC | |
Special 6 | Synchronize | When Mew is charmed, frightened, 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 | |
Special 7 | Bizarre Nature | Mew can survive indefinitely without breathing | |
Action 1 | Multiattack | Mew makes two weapon attacks | |
Action 2 | Psychic (Recharge 5-6) | Mew unleashes a devastating wave of psychic energy. | Each creature within 60 feet must make |
a DC 24 Wisdom saving throw, | or take 20d6 psychic damage on a failed save, | or half as much damage on a successful one | |
Action 3 | Mega Punch | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 4d6+3 bludgeoning damage | ||
Action 4 | Invisibility | Mew turns invisible until it attacks, | casts a spell, or its concentration is broke, |
up to 1 hour (as if concentrating on a spell) | |||
Action 5 | Copy | Mew mimics an attack or spell that was just used, | using the original stats for the attack |
Action 6 | 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 | |||
Magical Move 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 4d6 force damage per orb |
Magical Move 2 | Flamethrower | Mew shoots a blast of fire at the target. | The target must succeed on a DC 19 Dexterity saving throw |
or take 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 1d10 fire damage at |
the start of each of its turns | |||
Magical Move 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 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 |
Magical Move 4 | Thunderbolt | Mew shoots a bolt of lightning at the target. | The target must succeed on a DC 19 Dexterity saving throw |
or take 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 |
Magical Move 5 | Energy Ball | Mew shoots a ball of draining energy at the target. | The target must succeed on a |
DC 19 Constitution saving throw 8d6 necrotic damage, | and Mew regains half as many hit points | ||
Magical Move 6 | Ice Beam | Mew shoots a blast of frigid energy at the target. | The target must succeed on a DC 19 Constitution saving throw |
or take 10d6 , and if the target is a creature, | it has disadvantage on attack rolls until | the end of its next turn | |
Magical Move 7 | Sludge Bomb | Mew shoots a ball of poison at the target. | The target must succeed on a |
DC 19 Dexterity saving throw or | take 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 |
Magical Move 8 | 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 10d6 bludgeoning damage and be knocked prone. | On a successful save, | a creature takes half as much |
damage and isn’t knocked prone | |||
Magical Move 9 | Air Slash | Mew launches a wave of air at the target. | The target must succeed on a |
DC 19 Dexterity saving throw or | take 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 | ||
Magical Move 10 | Psyshock | Mew blasts psychic energy at the target. | The target must succeed on a |
DC 19 Wisdom saving throw or | take 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 frighted creature can repeat the saving throw | at the end of its turns, ending the effect on a success |
Magical Move 11 | Bug Buzz | Mew shoots a beam of sound at the target. | The target must succeed on a |
DC 19 Constitution saving throw | or take 10d6 thunder damage, | and if the target is a creature, | it is stunned until the end of its next turn |
Magical Move 12 | Ancient Power | Mew shoots a blast of magical rock at the target. | The target must succeed a |
DC 19 Dexterity saving throw or | take 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 magic | |
Magical Move 13 | 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 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 | |||
Magical Move 14 | 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 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 | ||
Magical Move 15 | Dark Pulse | Mew shoots a pulse of darkness at the target. | The target must succeed on a |
DC 19 Constitution saving throw or | take 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 | |||
Magical Move 16 | 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 10d6 force damage 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 | ||
Magical Move 17 | Moonblast | Mew fires a blast of light at the target. | The target must succeed on a DC 19 Constitution saving throw |
or take 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 |
Magical Move 18 | 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 | |
Magical Move 19 | Mew rolls twice, ignoring additional 20’s | ||
Legendary Actions | Mew can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only the end of another creature’s turn. | Mew regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Me First | Mew uses one random Metronome move | |
Legendary Action 2 | Invisible | Mew uses invisibility | |
Legendary Action 3 | Copy | Mew uses Copy | |
Legendary Action 4 | Aura Sphere | Mew uses Aura Sphere | |
Reaction | Deflect | Mew adds 7 to its AC against one | melee attack that would hit it |
Comments