Luminescent Jelly (5e Creature)

Luminescent Jelly

Medium ooze, unaligned


Armor Class 8
Hit Points 19 (3d8 + 6)
Speed 10 ft., climb 10 ft.


STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 14 (+2) 2 (-4) 8 (-1) 3 (-4)

Damage Resistances acid, cold, fire, necrotic, radiant
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages
Challenge 1/2 (100 XP)


Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Luminescence. The jelly sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

ACTIONS

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Bright Flash (3/Day). The jelly emits a flash of bright blue light in a 20-foot radius. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 11 (2d10) radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and is not blinded.


Luminescent jellies appear as simple blue opaque slimes that emit a strong blue glow. They are typically found in deep caves and are commonly used by intelligent creatures as cheap sources of light.

Ooze Nature. A luminescent jelly doesn't require sleep.


Back to Main Page 5e Homebrew 5e Creatures

gollark: Make Minoteaur.
gollark: I forgot what dizziness can be caused by but you might need food or something.
gollark: Yes, water good?
gollark: I have "obtained" several of them for non-evil purposes.
gollark: It is a "wireless access point", so yes, MIPS.
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