A world where people capture monsters in little balls to befriend them and have battles with them.
Played | 76 times |
Cloned | 17 times |
Created | 41 days ago |
Last Updated | 7 days ago |
Visibility | Public |

Description
Mewtwo is a powerful psychic entity created through genetic manipulation. It possesses immense intelligence and telekinetic abilities, making it a formidable opponent in battle.
Size | Medium |
Type | Monstrosity |
CR | 10 |
XP | 5900 |
Languages | Telepathy 120 ft. |
Armor Class | 18 |
HP Range | 130 - 150 (Avg: 140) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Aura Sphere
Mewtwo conjures a sphere of pure energy and hurls it at a target within 120 feet. The target must make a DC 18 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a successful one.
Mind Control
Mewtwo targets one creature it can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or be charmed by Mewtwo for 1 minute. The charmed target obeys Mewtwo's verbal commands.
Psychic Blast
Mewtwo unleashes a wave of psychic energy in a 30-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.
Telekinesis
Mewtwo can manipulate objects and creatures with its mind. It can move or throw a creature within 30 feet that it can see, forcing it to make a DC 18 Strength saving throw or be moved up to 30 feet in a direction of Mewtwo's choice.