Mew Species in Other Realms | World Anvil

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
Regional Effects The region containing a Mew's lair is wrapped by the Mew's presence
  • 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
If the Mew dies, these effects end immediately. The non-hostile creatures remain non-hostile but become skittish and avoidant of intruding creatures. Out of reverence, no wild creature from within 6 miles of the lair will roost or nest in the lair of a dead Mew  

Mew

When viewed through a microscope, this Pokémon’s short, fine, delicate hair can be seen.


Armor Class22
Hit Points 50d6+250
Speed30 ft.Burrow 30 ft.Climb 30 ft.
Fly 30 ft.Swim 30 ft.
Strength20 (+5)
Dexterity20 (+5)
Constitution20 (+5)
Intelligence20 (+5)
Wisdom28 (+9)
Charisma22 (+6)
Saving ResistancesBludgeoningPiercingSlashing from non magical weapons
Saving ThrowsDexterity d20+10 Constitution d20+9 Wisdom d20+16
SkillsInsight d20+16 Percussion d20+14 Perception d20+16
SensesTruesight 120 ft.Passive Perception 26
LanguagesTelepathy 120 ft.Celestial
Challenge23 (50,000 XP)
Special 1Legendary Resistance (3/day)If Mew fails a saving throw,it can choose to succeed instead
Special 2AncestorMew can change the damage type of any attack it makes to anything it wishes
Special 3Magic ResistanceMew has advantage on saving throws againstspells and other magical effects
Special 4Ancient PowerMew can use telekinesis as a bonus action at will.It can also maintain the spell as a bonus action
Special 5PremonitionMew adds its Wisdom modifier to its AC
Special 6SynchronizeWhen 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 throwor be affected as well as if they were targeted by the effect
Special 7Bizarre NatureMew can survive indefinitely without breathing
Action 1MultiattackMew makes two weapon attacks
Action 2Psychic (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 3Mega PunchMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 4d6+3 bludgeoning damage
Action 4InvisibilityMew turns invisible until it attacks,casts a spell, or its concentration is broke,
up to 1 hour (as if concentrating on a spell)
Action 5CopyMew mimics an attack or spell that was just used,using the original stats for the attack
Action 6MetronomeMew uses three of the following magical movesat random (reroll duplicates),
choosing one to three targets it can see within 120 feet of it
Magical Move 1Tri-AttackMew 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 2FlamethrowerMew 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 3Hydro PumpMew shoots a pump of water at the target.The target must succeed on a DC 19 Strength saving throw
or take 10d6 bludgeoning damageand be pushed back 10 feet.On a successful save, a creature takeshalf as much damage and isn’t pushed back
Magical Move 4ThunderboltMew 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 throwor be paralyzed until the end of its next turn
Magical Move 5Energy BallMew 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 6Ice BeamMew 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 untilthe end of its next turn
Magical Move 7Sludge BombMew shoots a ball of poison at the target.The target must succeed on a
DC 19 Dexterity saving throw ortake 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 throwat the end of each of its turns,ending the effect on a success
Magical Move 8Earth PowerMew tears apart the ground at the feet of the target.The target must succeed on
a DC 19 Dexterity saving throw ortake 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 9Air SlashMew launches a wave of air at the target.The target must succeed on a
DC 19 Dexterity saving throw ortake 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 10PsyshockMew blasts psychic energy at the target.The target must succeed on a
DC 19 Wisdom saving throw ortake 8d6 psychic damage,and if the target is a creature,it is frightened of Mew for 1 minute.
On a successful save, a creature takeshalf damage but isn’t frightened.A frighted creature can repeat the saving throwat the end of its turns, ending the effect on a success
Magical Move 11Bug BuzzMew shoots a beam of sound at the target.The target must succeed on a
DC 19 Constitution saving throwor take 10d6 thunder damage,and if the target is a creature,it is stunned until the end of its next turn
Magical Move 12Ancient PowerMew shoots a blast of magical rock at the target.The target must succeed a
DC 19 Dexterity saving throw ortake 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 stoneand is restrained. It must repeat the saving throwat the end of its next turn.
On a success, the effect ends.On a failure, the creature is petrified until freedby the greater restoration spell or magic
Magical Move 13Shadow BallMew shoots a beam of ghostly energy at the target.The target must succeed on a
DC 19 Dexterity saving throw ortake 10d6 psychic damage,and if the target is a creature,it must succeed on a
DC 19 Wisdom saving throwor fall asleep and remain unconscious for 1 minute.The target awakens if it takes damage or anothercreature takes an action to wake it.
This move has no effect on constructs and undead
Magical Move 14Dragon PulseMew shoots a blast of draconic magic at the target.The target must succeed on a
DC 19 Dexterity saving throw ortake 18d6 force damage,or half as much on a failed save.Mew has disadvantage on attack rolls,
ability checks, and saving throwsuntil the end of its next turn
Magical Move 15Dark PulseMew shoots a pulse of darkness at the target.The target must succeed on a
DC 19 Constitution saving throw ortake 8d6 necrotic damage,and if the target is a creature,it is blinded for 1 minute.
On a successful saving throwthe target takes half as much damage and isn’t blinded.A blinded target can repeat the saving throwat the end of each of its turns,
ending the effect on a success
Magical Move 16Flash CannonMew creates a pulse of energy to fire at the target.The target must succeed on a
DC 19 Constitution saving throw ortake 10d6 force damage and,if the target is a creature,it is deafened for 1 minute.
On a successful saving throw the targettakes half as much damage and isn’t deafened
Magical Move 17MoonblastMew 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 throwat the end of each of its turns,ending the effect on a success
Magical Move 18SlowIf the target is a creature, it must succeed ona 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 actionor a bonus action on its turn, not both.
The creature can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Magical Move 19Mew rolls twice, ignoring additional 20’s
Legendary ActionsMew 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 legendaryactions at the start of its turn
Legendary Action 1Me FirstMew uses one random Metronome move
Legendary Action 2InvisibleMew uses invisibility
Legendary Action 3CopyMew uses Copy
Legendary Action 4Aura SphereMew uses Aura Sphere
ReactionDeflectMew adds 7 to its AC against onemelee attack that would hit it

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