Mewtwo, Variant (5e Creature)

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Mewtwo

Medium humanoid, lawful neutral


Armor Class 21
Hit Points 297 (35d8 + 140)
Speed 35 ft.


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

Saving Throws Str +12, Con +12, Int +15, Wis +15
Skills Athletics +12, Intimidation +15, Investigation +15, Perception +15
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 25
Languages all, telepathy 120 ft.
Challenge 25 (75,000 XP)


Psychic Defense. While the Mewtwo is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Legendary Resistance (3/day). If Mewtwo fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Mewtwo has advantage on saving throws against spells and other magical effects.

Pressure. All creatures of Mewtwo's choice within 60 feet of it have disadvantage on Constitution saving throws.

Innate Spellcasting (Psionics). Mewtwo's innate spellcasting ability is Wisdom (spell save DC 23). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate, telekinesis

1/day each: dominate monster, plane shift (self only)

ACTIONS

Multiattack. Mewtwo makes three attacks: One with its Psystrike, one with its Aura Sphere, and then it uses one of its other abilities.

Psystrike. Ranged Spell Attack: +15 to hit, range 80/320 ft., one target. Hit: 34 (6d8 + 7) force damage plus 28 (8d6) psychic damage.

Aura Sphere. One target within 120 feet of Mewtwo must make a DC 23 Dexterity saving throw. A target takes 55 (10d10) force damage on a failed saving throw, or half as much on a success.

Safeguard. Mewtwo gains immunity to all conditions until the start of its next turn.

Laser Focus. The next attack Mewtwo makes before the start of its next turn that hits automatically results in a critical hit.

Miracle Eye. All creatures of Mewtwo's choice within 60 feet of it must succeed on a DC 23 Charisma saving throw. On a successful saving throw, the creature is immune to Mewtwo's Miracle Eye for 24 hours. On a failed saving throw, if the creature has resistance to psychic damage, it loses this resistance, and if the creature has neither resistance nor immunity to psychic damage, it gains vulnerability to psychic damage.

Barrier. All attack rolls against Mewtwo have disadvantage against it until the start of its next turn.

Amnesia. Mewtwo has advantage on all saving throws until the start of its next turn.

LEGENDARY ACTIONS

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.

Detect. Mewtwo makes a Wisdom (Perception) check.

Move. Mewtwo moves up to its speed.

Aura Sphere (Costs 2 Actions). Mewtwo makes one Aura Sphere attack.


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