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 ano

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Mewtwo

Medium aberration, chaotic evil

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.

STR
18 (+4)
DEX
19 (+4)
CON
18 (+4)
INT
24 (+7)
WIS
25 (+7)
CHA
25 (+7)

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)

No special abilities.

Actions

Psycho Cut. Melee Weapon Attack: +12 to hit, reach 5 ft.
Aura Sphere. Ranged Weapon Attack: +15 to hit, reach 60/120 ft.

Reactions

None.


⚠️ 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.

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