Mewtwo
Mewtwo is an artificial Pokémon. It is a bipedal, humanoid Pokémon with some feline features. It is primarily gray with a long, purple tail. On top of its head are two short, blunt horns, and it has purple eyes. A tube extends from the back of its skull to the top of its spine, bypassing its neck. It has a defined chest and shoulders, which resemble a breastplate. The three digits on each hand and foot have spherical tips. Its tail is thick at the base but thins before ending in a small bulb.
Mewtwo was created after years of horrific gene splicing and DNA engineering experiments based on Mew. It is widely known as the most powerful Pokémon in existence and is said to have the most savage heart among all Pokémon, lacking compassion and striking fear into its enemy with cold, glowing eyes. Because it was engineered to be the ultimate opponent in battle, it can only think of defeating its foes. It has been seen to be capable of levitation, telepathy, mind control, and the ability to create powerful storms. But later it has been seen to be caring, protective, and even altruistic. Mewtwo conserves energy by remaining motionless in order to unleash its full power in battle. Though rarely seen in the wild, it is said to be resting in a dark cave somewhere.
Mewtwo's Lair Mewtwo lives in an oasis, deep underground. Waterfalls pour down from the surface and crystals created by Mewtwo cover the chamber
Lair Actions On initiative count 20 (losing initiative ties), mewtwo takes a lair action to cause one of the following magical effects
- A strong wave of psychic energy moves through Mewtwo's lair. Each creature within 60 feet of Mewtwo must succeed on a DC 25 Strength saving throw or be pushed up to 30 feet away from Mewtwo. On a success, the creature is pushed 10 feet away from Mewtwo
- Water from one of the many waterfalls or pounds outfitting Mewtwo's lair rise, moving towards a creature within 20 feet of it. A creature in the water's area must make a DC 15 Dexterity saving throw, becoming engulfed, restrained by the water on a failed save. The restrained creature can make a DC 15 Strength saving throw to try and free themselves at the end of their turns
- A 20-foot radius around one of Mewtwo's crystals has its gravity reversed until the next lair action is taken
Mewtwo
Its DNA is almost the same as Mew’s. However, its size and disposition are vastly different.
Armor Class | 24 (Psychic Veil) | ||
---|---|---|---|
Hit Points | 32d10+128 | ||
Speed | 40 ft. | 90 ft. Fly | |
Strength | 19 (+4) | ||
Dexterity | 19 (+4) | ||
Constitution | 23 (+6) | ||
Intelligence | 28 (+9) | ||
Wisdom | 24 (+7) | ||
Charisma | 30 (+10) | ||
Damage Immunities | Psychic | ||
Saving Resistances | Bludgeoning | Piercing | Slashing from non magical weapons |
Saving Throws | Dexterity d20+11 | Constitution d20+13 | Wisdom d20+12 |
Charisma d20+17 | |||
Skills | Investigation d20+16 | Insight d20+14 | Intimidation d20+12 |
Perception d20+19 | Stealth d20+11 | ||
Senses | Truesight 120 ft. | Darkvision 120 ft. | Passive Perception 29 |
Languages | Telepathy 120 ft. | ||
Challenge | 24 (36,500 XP) | ||
Special 1 | Legendary Resistance (3/day) | Mewtwo fails a saving throw, | it can choose to succeed instead |
Special 2 | Recover (3/day) | As a bonus action, | Mewtwo heals 20 hit points |
Special 3 | Psybarrier | Mewtwo is immune to all conditions | |
Special 4 | Genetic Pokemon | Mewtwo can use telekinesis as a bonus action at will. | It can also maintain the spell as a bonus action |
Special 5 | Premonition | Mewtwo adds its Wisdom modifier to its AC (included) | |
Special 6 | Psychic Veil | Mewtwo adds its Charisma modifier to its AC. | It has immunity to all damage from non magical weapons |
Special 7 | Reflect Shield | Any time Mewtwo is targeted by a magic missile spell, | a line spell, or a spell that requires an attack roll |
that is cast at 3rd level or below, | Mewtwo is unaffected. d6 on a 1 to 5, | the effect is reflected back at the caster | as though it originated from Mewtwo, |
turning the caster into the target | |||
Special 8 | Ranged Expert | Being within 5 feet of a hostile creature doesn’t | impose disadvantage on Mewtwo’s ranged attack rolls |
Special 9 | Innate Spellcasting | Mewtwo’s spellcasting ability is Charisma | (spell save DC 25, d20+17 ) to hit with spells |
requiring no material components | |||
Spells 1 | At Will | Alter Self | Hold Person |
Magic Missile (3rd level) | Phantasmal Killer | ||
Spells 2 | 3/day Each | Geas | Greater Invisibility |
Modify Memory | |||
Spells 3 | 1/day Each | Disintegrate | Feeblemind |
Forcecage | Psychic Scream | ||
Action 1 | Multiattack | Mewtwo makes 4 attacks. | It can replace 2 of these attacks with one of |
its available psychic abilities or one of its will spells. | Mewtwo can replace all 4 Mewtwo attacks | to use its Giga Burn ability | |
Action 2 | Psychic (Recharge 5-6) | Mewtwo unleashes a devastating wave of psychic energy. | Each creature within 60 feet must make |
a DC 24 Wisdom saving throw, | taking 22d6 psychic damage on a failed save, | or half as much damage on a successful one | |
Action 3 | Psycho Cut | Melee Weapon Attack | Melee Weapon Attack |
d20+16 to hit | Reach 5 ft., one target | Hit 6d6+7 force damage | |
Action 4 | Pay Strike | Ranged Weapon Attack | d20+16 to hit |
Range within eyesight, one target | Hit 6d6+7 psychic damage | ||
Action 5 | Psy Bolt | Ranged Spell Attack | d20+17 to hit |
Range 60 ft., one target | Hit 4d6+10 psychic damage | ||
Action 6 | Psy Jack | Melee Spell Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 1d10+10 psychic damage. | A creature damaged by this attack cannot use | the weapon or spell they last used until the end of their next turn |
Action 7 | Super Absorption | Melee Weapon Spell Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 1d10+10 psychic damage. | Mewtwo heals by the total damage done by this attack | |
Action 8 | Telekinesis | A creature of Mewtwo’s choice within 60 feet of it must make | |
a DC 25 Charisma saving throw, | taking 1d10+10 psychic damage on a failed save, | and no damage on successful one. | If the target fails their saving throw, |
Mewtwo can move that creature up to 40 feet in any direction. | If they are pushed into a solid object they | take fall damage based on how | far Mewtwo pushed them. |
A gargantuan sized creature can only | be moved 20 feet by this attack | ||
Action 9 | Zen Blade | Melee Spell Attack | d20+17 to hit |
Reach 15 ft., one target | Hit 3d10+10 psychic damage. | Mewtwo can’t use this attack again | until the start of its next turn |
Psychic Ability 1 | Giga Burn (1/day) | Mewtwo expends nearly all of its psychic energy in a single, | massive attack. Each creature3 of Mewtwo’s choice |
within 90 feet of it must make a | DC 25 Charisma saving throw, | taking 20d10 psychic damage on a failed save, | or half as much damage on a successful one. |
After using this attack, | Mewtwo gains 3 levels of exhaustion | and loses the benefits of its Psybarrier, | Psychic Veil, and Reflect Shield |
abilities as well as all of its psychic abilities. | These abilities return to Mewtwo after 1d8+1 turns | ||
Psychic Ability 2 | Psychic Nova (1/day) | A 45 foot area around Mewtwo is engulfed in twisting psychic energy. | Each creature of Mewtwo’s choice in that area must make |
a DC 25 Charisma saving throw, | taking 10d12 psychic damage on a failed save, | or half as much damage on a successful one. | The psychic energy expelled from the attack forms |
a veil over Mewtwo. Until the beginning of its | next turn it is immune to all damage | ||
Psychic Ability 3 | Psycrush (Recharge 5-6) | Ranged Spell Attack | d20+17 to hit |
Range 60 ft., one target | Hit 6d6+10 psychic damage. | A creature hit by this attack expels | their highest level unused spell slot |
Psychic Ability 4 | Psystrike (Recharge 5-6) | Ranged Spell Attack | d20+17 to hit |
Range 60 ft., one target | Hit 10d6+10 psychic damage. | This attack ignores any magical effects on the target | (Spells increasing their AC, resistance or immunity to psychic damage etc). |
Psychic Ability 5 | Reigning Pulse | Mewtwo unleashes a torrent of psychic energy | to disorientate and cripple those around it. |
Each creature of Mewtwo’s choice within 30 feet of it must make | a DC 25 Constitution saving throw | or become stunned until the end of their next turn | |
Psychic Ability 6 | Teleport | Mewtwo magically teleports, | along with any equipment it is wearing |
or carrying up to 120 feet to | an unoccupied space it can see | ||
Reaction 1 | Deflect | Mewtwo adds 7 to its AC against one melee attack that would hit it | |
Reaction 2 | Barrier | If Mewtwo is successfully hit by an attack that requires an attack roll, | he can make a Charisma saving throw contesting |
against the attack roll to hit it. | If it rolled higher, the attack is nullified | ||
Reaction 3 | Pain Share (3/day) | If Mewtwo is damaged by an attack, | it can force the attack to make |
a DC 25 Charisma saving throw. | If they fail this saving throw they also | take the damage from their attack | |
Legendary Actions | 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. | Mewtwo regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Attack | Mewtwo can make one Psystrike or Psycho Cut attack | |
Legendary Action 2 | Disable | One creature that Mewtwo can see within | 100 feet must succeed at a |
DC 24 Wisdom saving throw or | be unable to make attacks or cast | spells (Mewtwo’s choice) for 1 minute. | The creature can repeat the save at the |
end of each of its turns to end this effect | |||
Legendary Action 3 | Teleport | Mewtwo can teleport up to 100 feet | |
Legendary Action 4 | Dark Amplification | Mewtwo gains advantage on its next attack roll, | the next attack against it has disadvantage |
Legendary Action 5 | Hypnoblast (Costs 2 Actions) | Mewtwo enters the mind of a | creature within 10 feet of it. |
The creature must succeed on a | DC 25 Wisdom saving throw | or fall asleep (unconscious). | The target can remake their |
saving throw at the end of each | of their turns to try and awaken | ||
Legendary Action 6 | Psychic Ability (Costs 3 Actions) | Mewtwo uses one of its available psychic abilities |
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