Mewtwo Species in Other Realms | World Anvil

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 Class24 (Psychic Veil)
Hit Points 32d10+128
Speed40 ft.90 ft. Fly
Strength19 (+4)
Dexterity19 (+4)
Constitution23 (+6)
Intelligence28 (+9)
Wisdom24 (+7)
Charisma30 (+10)
Damage ImmunitiesPsychic
Saving ResistancesBludgeoningPiercingSlashing from non magical weapons
Saving ThrowsDexterity d20+11 Constitution d20+13 Wisdom d20+12
Charisma d20+17
SkillsInvestigation d20+16 Insight d20+14 Intimidation d20+12
Perception d20+19 Stealth d20+11
SensesTruesight 120 ft.Darkvision 120 ft.Passive Perception 29
LanguagesTelepathy 120 ft.
Challenge24 (36,500 XP)
Special 1Legendary Resistance (3/day)Mewtwo fails a saving throw,it can choose to succeed instead
Special 2Recover (3/day)As a bonus action,Mewtwo heals 20 hit points
Special 3PsybarrierMewtwo is immune to all conditions
Special 4Genetic PokemonMewtwo can use telekinesis as a bonus action at will.It can also maintain the spell as a bonus action
Special 5PremonitionMewtwo adds its Wisdom modifier to its AC (included)
Special 6Psychic VeilMewtwo adds its Charisma modifier to its AC.It has immunity to all damage from non magical weapons
Special 7Reflect ShieldAny 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 casteras though it originated from Mewtwo,
turning the caster into the target
Special 8Ranged ExpertBeing within 5 feet of a hostile creature doesn’timpose disadvantage on Mewtwo’s ranged attack rolls
Special 9Innate SpellcastingMewtwo’s spellcasting ability is Charisma(spell save DC 25, d20+17 ) to hit with spells
requiring no material components
Spells 1At WillAlter SelfHold Person
Magic Missile (3rd level)Phantasmal Killer
Spells 23/day EachGeasGreater Invisibility
Modify Memory
Spells 31/day EachDisintegrateFeeblemind
ForcecagePsychic Scream
Action 1MultiattackMewtwo 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 attacksto use its Giga Burn ability
Action 2Psychic (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 3Psycho CutMelee Weapon AttackMelee Weapon Attack
d20+16 to hitReach 5 ft., one targetHit 6d6+7 force damage
Action 4Pay StrikeRanged Weapon Attack d20+16 to hit
Range within eyesight, one targetHit 6d6+7 psychic damage
Action 5Psy BoltRanged Spell Attack d20+17 to hit
Range 60 ft., one targetHit 4d6+10 psychic damage
Action 6Psy JackMelee Spell Attack d20+17 to hit
Reach 10 ft., one targetHit 1d10+10 psychic damage.A creature damaged by this attack cannot usethe weapon or spell they last used until the end of their next turn
Action 7Super AbsorptionMelee Weapon Spell Attack d20+17 to hit
Reach 10 ft., one targetHit 1d10+10 psychic damage.Mewtwo heals by the total damage done by this attack
Action 8TelekinesisA 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 theytake fall damage based on howfar Mewtwo pushed them.
A gargantuan sized creature can onlybe moved 20 feet by this attack
Action 9Zen BladeMelee Spell Attack d20+17 to hit
Reach 15 ft., one targetHit 3d10+10 psychic damage.Mewtwo can’t use this attack againuntil the start of its next turn
Psychic Ability 1Giga 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 aDC 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 exhaustionand 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 2Psychic 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 itsnext turn it is immune to all damage
Psychic Ability 3Psycrush (Recharge 5-6)Ranged Spell Attack d20+17 to hit
Range 60 ft., one targetHit 6d6+10 psychic damage.A creature hit by this attack expelstheir highest level unused spell slot
Psychic Ability 4Psystrike (Recharge 5-6)Ranged Spell Attack d20+17 to hit
Range 60 ft., one targetHit 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 5Reigning PulseMewtwo unleashes a torrent of psychic energyto disorientate and cripple those around it.
Each creature of Mewtwo’s choice within 30 feet of it must makea DC 25 Constitution saving throwor become stunned until the end of their next turn
Psychic Ability 6TeleportMewtwo magically teleports,along with any equipment it is wearing
or carrying up to 120 feet toan unoccupied space it can see
Reaction 1DeflectMewtwo adds 7 to its AC against one melee attack that would hit it
Reaction 2BarrierIf 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 3Pain 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 alsotake the damage from their attack
Legendary ActionsMewtwo 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 legendaryactions at the start of its turn
Legendary Action 1AttackMewtwo can make one Psystrike or Psycho Cut attack
Legendary Action 2DisableOne creature that Mewtwo can see within100 feet must succeed at a
DC 24 Wisdom saving throw orbe unable to make attacks or castspells (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 3TeleportMewtwo can teleport up to 100 feet
Legendary Action 4Dark AmplificationMewtwo gains advantage on its next attack roll,the next attack against it has disadvantage
Legendary Action 5Hypnoblast (Costs 2 Actions)Mewtwo enters the mind of acreature within 10 feet of it.
The creature must succeed on aDC 25 Wisdom saving throwor fall asleep (unconscious).The target can remake their
saving throw at the end of eachof their turns to try and awaken
Legendary Action 6Psychic Ability (Costs 3 Actions)Mewtwo uses one of its available psychic abilities

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