Gods Shield (3/Day). If the Bismuth fails a saving throw, it can choose to succeed instead.
Physical Resistance. The has advantage on saving throws against any bludgeoning or piercing damage.
Reflective Carapace. Any time the Bismuth is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Bismuth is unaffected. On a 6, the Bismuth is unaffected, and the effect is reflected back at the caster as though it originated from the Bismuth, turning the caster into the target.
Multiattack. The Bismuth can use its Frightful Presence. It then makes five attacks: two with its bite, two with its claws, one with its horns.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Frightful Presence. Each creature of the Bismuth choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Bismuth is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Bismuth Frightful Presence for the next 24 hours.
The Bismuth 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 Bismuth regains spent legendary actions at the start of its turn.
Attack. The Bismuth makes one claw attack or tail attack.
Move. The Bismuth moves up to half its speed.
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