Mewtwo
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.
Armor Class 18 (natural armor)
Hit Points 357 (42d8 + 168)
Speed 30 ft.
Saving Throws Str +12, Con +12, Int +15, Wis +15
Skills Athletics +12, Intimidation +15, Investigation +15, Perception +15
Damage Vulnerabilities —
Damage Resistances poison; bludgeoning; piercing, and slashing from nonmagical attacks
Damage Immunities —
Condition Immunities charmed , frightened
Senses passive Perception 10
Languages Draconic, Sylvan, Common
Challenge 25 (75.000 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Mewtwo (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.