Dire Mewtwo conversion request
Large Outsider(Native, Psionic)
Hit Dice: 32d8+288 (432 hp)
Initiative: +7
Speed: 60 ft. (12 squares), Fly 60 ft. (Perfect)
Armor Class: 30 (-1 Size, +7 Dex, +14 Natural), touch 16, flat-footed 23
Base Attack/Grapple: +32/+40
Attack: Slam +35 melee (1d4+4)
Full Attack: 2 Slams +35 melee (1d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psi-like Abilities, Psychic Cut, Critical Focus
Special Qualities: Darkvision 60 ft., Truesight 300 ft., Telepathy 1 Mile, DR 15/Epic, Immunities, Vulnerabilities, Disabling Ward
Saves: Fort +29, Ref +33, Will +32
Abilities: Str 18, Dex 24, Con 28, Int 30, Wis 30, Cha 20
Skills: Autohypnosis +45, Balance +44, Bluff +40, Concentration +9, Diplomacy +40, Intimidation +40, Knowledge (Arcana, History, Nature, Psionics) +45, Listen +45, Psicraft +45, Search +45, Sense Motive +45, Spot+45, Survival +45, Tumble +44, Use Psionic Device +40
Feats: Combat Manifestation, Combat Reflexes, Greater Psionic Fist, Improved Initiative, Lightning Reflexes, Psionic Fist, Unavoidable Shot Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Environment: Underdark
Organization: Solitary
Challenge Rating: 18
Treasure: Standard
Alignment: Neutral
Advancement: 33-64+ HD (Large)
Level Adjustment: ---
This is the Dire version of Mewtwo.
Psi-like Abilities (Ps): At Will: Mind Thrust, Inertial Armor, Psionic Dimension Door 3/Day: Bend Reality, True Metabolism. Caster Level is equal to HD, and Saves are Int based.
Psychic Cut (Su): As a Standard Action the Dire Mewtwo can manifest a blade of psionic energy. This can be used at will, and otherwise works like Mordenkainen's Sword.
Critical Focus (Su): As a Swift Action, you can turn a regular hit into a Critical hit. You may use this ability 10/day, and may use it after you see the results of the die roll.
Immunities: Dire Mewtwo is immune to the following: Ability damage or drain, Energy Drain, Fatigue/Exhaustion, Mind-affecting Effects, Paralysis, Petrification, Polymorph, and Daze/Stun.
Vulnerabilities: Dire Mewtwo is vulnerable to acid and negative energy damage.
Disabling Ward (Su): Once per turn, when it takes damage, the Mewtwo can force the damaging creature to make a DC 36 Fortitude Save (Save DC is Int based). If the attacker fails, it becomes Paralyzed until the beginning of the Dire Mewtwo's next turn.
Combat: Dire Mewtwo will usually use it's Psi-like Abilities, reserving it's Psychic Cut for tougher opponents.