b'Dardael Queen \n'b'  Family:   Dardael  \n'b'  Gargantuan   monstrosity ,  unaligned  \n'b'  Armor Class  19 (natural armor)  Hit Points  390 (20d20 + 180)  Speed  30 ft.\n'b' STATS STR: 26 (+8) DEX:  12 (+1)  CON:  29 (+9)  INT:  6 (-2)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +16,  Wisdom  +8  Skills   Perception  +8  Damage Immunities  acid; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   frightened   Senses   darkvision  60 ft., passive  Perception  18  Languages  \xe2\x80\x93  Challenge  23 (50,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/day) : If the dardael queen fails a saving throw, she can choose to succeed instead. \n'b'  Siege Monster : The dardael queen deals double damage to objects and structures. \n'b'  Actions \n'b'   Multiattack : The dardael queen makes one bite  attack  and two spine attacks. \n'b'  Bite :  Melee Weapon Attack : +15 to hit, reach 5 ft., one target.  Hit : 27 (3d12 + 8) piercing damage and 9 (2d8) acid damage. Natural 16+ hit and the target is a Large or smaller creature: that creature is swallowed. While swallowed, the creature is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the dardael queen, and it takes 45 (10d8) acid damage at the start of each of the dardael queen\xe2\x80\x99s turns. If the dardael queen takes 50 damage or more on a single turn from a creature inside it, the dardael queen must succeed on a DC 25  Constitution  saving throw at the end of that turn or regurgitate all swallowed creatures, which fall  prone  in a space within 10 ft. of the dardael queen. If the dardael queen dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse using 15 ft. of movement, exiting  prone . \n'b'  Spine :  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 17 (2d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 18  Strength  saving throw or be knocked  prone . \n'b'  Legendary Actions \n'b' The dardael queen can take three 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\xe2\x80\x99s turn. The dardael queen regains spent legendary  actions  at the start of her turn. \n'b'   Spine : The dardael queen makes one spine  attack . \n'b'  Bite (Costs 2 Actions) : The dardael queen makes one bite  attack . \n'b'  Lair Actions \n'b' Dardael queens make their lairs in isolated areas where they can establish their clutch without being disturbed. Capable of burrowing through soil and rock, the queen digs out subterranean chambers to house her progeny. \n'b'  On  initiative  count 20 (losing  initiative  ties), the dardael queen takes a lair action to cause one of the following effects. The queen can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' Part of the ceiling collapses above one creature that the queen can see within 120 ft. of her. The creature must succeed on a DC 15  Dexterity  saving throw or take 10 (3d6) bludgeoning damage and be knocked  prone  and buried. The buried target is  restrained  and unable to breathe or stand up. A creature can take an action to make a DC 10  Strength  check, ending the buried state on a success. \n'b' Acid fog fills a 20-ft. radius sphere centered on a point the queen can see within 120 ft. of her. The fog spreads around corners, and its area is heavily  obscured . Each creature in the fog when it appears must make a DC 10  Constitution  saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) acid damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the queen uses this lair action again or until the queen dies. \n'b' A tremor shakes the lair in a 60-ft. radius around the queen. Each creature other than the queen on the ground in that area must succeed on a DC 15  Dexterity  saving throw or be knocked  prone . \n'b'  Regional Effects \n'b' The region containing a dardael queen\xe2\x80\x99s lair is warped by the queen\xe2\x80\x99s presence, which creates one or more of the following effects: \n'b'  Plants within 1 mile of the lair grow sickly and withered. \n'b' Large game, such as deer, become absent within 1 mile of the lair. \n'b' Insect populations surge within 1 mile of the lair. \n'b'  If the queen dies, these effects fade over the course of 1d10 days.'