Legendary Resistance (3/Day). If the tar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tar has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the tar 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 tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The tar deals double damage to objects and structures.
Amorphous. The tar can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The tar can eat through 32-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The tar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The tar can use its Frightful Presence. It then makes five attacks: two with its bite, two with its scythes, one with its horns . It can use its Swallow instead of its bite.
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.
Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Scythe. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the tars 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 tarrasque 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 tarrasque’s Frightful Presence for the next 24 hours.
Swallow. The tar makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar, and it takes 56 (16d6) acid damage at the start of each of the tar turns.
If the tar takes 60 damage or more on a single turn from a creature inside it, the tar must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Acid Breath. The tar exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Split. When a tar that is Medium or larger is subjected to lightning or slashing damage, it splits into 4 new tars if it has at least 10 hit points. Each new tar has hit points equal to half the original tar, rounded down. New tars are one size smaller than the original tar.
Magic mending when hit by any magical weapon that isn't a spell the tar heals the amount equal to the damage it would have taken and takes no damage
The tar 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 tar regains spent legendary actions at the start of its turn.
Attack. The tar makes one claw attack or tail attack.
Move. The tar moves up to half its speed.
Chomp (Costs 2 Actions). The tar makes one bite attack or uses its Swallow.
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