Mewtwo (5e Creature)
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medium humanoid, chaotic evil
Saving Throws Strength +12, Constitution +12, Wisdom +15, Intelligence +15
Legendary Resistance (3/day). If Mewtwo fails a saving throw, it can choose to succeed instead.
Magic Resistance. Mewtwo has advantage on saving throws against spells and other magical effects.
Magic Weapons. Mewtwo's weapon attacks are considered magical.
Regeneration. Mewtwo regains 20 hit points at the beginning of every turn.
Multiattack. Mewtwo can make 4 attacks, one with its Miracle Eye, one with its psycho cut, and 2 with its aura sphere.
Psycho Cut. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) psychic damage.
Miracle Eye. As an action, Mewtwo can remove a psychic damage immunity until the end of Mewtwo's next turn.
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.
Mewtwo, a version of the "New Species Pokémon", was created by man, not by natural processes. It has a powerful mind and a strong body as well, making it a good choice for everything from breaking down doors to breaking down minds. Mewtwo is not a good covert operative by any means, as it is almost bursting with psychic power.