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Sheltering Zone[edit]
Large fiend (heartless), chaotic evil
Armor Class 16 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 0 ft., swim 50 ft.
Proficiency Bonus +3 Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 6 (2,300 XP)
Cluster Monster. If the sheltering zone's hit points are reduced to 0 and it doesn't die outright, it splits into three sea neons.
Ambusher. The sheltering zone has advantage on attack rolls against any creature it has surprised.
Amphibious. The sheltering zone can breathe air and water.
ACTIONS
Multiattack. The sheltering zone makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 13 (3d8) lightning damage.
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