Acid Blood. Any injury which penetrates the Queen’s hide causes a splash of acid blood, which does 2d6 damage to anybody within 5-feet of the creature. Additionally, the blood itself, should it come into contact with other materials, is able to eat through metal, doing 5d6 acid damage per round.
Tail spike. A hit with the barbed tail penetrates the victim, and inflicts the Restrained condition, requires an attack to escape. The tail automatically inflicts 5d6+6 damage at the start of the grabbed creature’s turns.
Roar. The Queen can emit a roar with Burst 10, which does does a mental attack, inflicting the Afraid condition.
Living Shield. The Queen picks up another creature smaller than itself and uses it as a shield. The target can escape the grab as normal. Until then, the Queen gains the protection of a shield of the same size category (e.g. a medium-sized creature is a medium shield). Additionally, attacks which miss but would have hit had the shield not been in place hit the grabbed creature instead.