Telepathic Shroud. The jelly is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Unusual Nature. The jelly doesn’t require air, food, drink, or sleep.
Familiar. The jelly can serve another creature as a familiar, forming a telepathic bond with its willing master as per the find familiar spell. While the jelly is within 30 feet of its master, as an action the master can expend a spell slot of 1st level or higher for the familiar to use its reaction to use its Hypnotic Pulse ability. When you expend a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. At any time and for any reason, the jelly can end its service as a familiar, ending the telepathic bond.
Synaptic Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 lightning damage and the target must make a DC 10 Constitution saving throw. On a failure the creature subtract a d4 from the next attack roll, ability check, or Constitution saving throw it makes to maintain concentration before the end of your next turn. If as a result the creature misses its attack or otherwise fails with its roll it takes an amount of psychic damage equal to the number rolled on the d4.
Telekinetic. The jelly can cast mage hand at will without verbal or somatic components and it can make the spectral hand invisible. The range of the hand is equal to its combined radius of bright and dim light.
Psionic Illumination. The jelly sheds bright light in a 0 to 15 foot radius and an additional number of feet of dim light beyond equal to the chosen radius. The light can be colored as the jelly wishes. The jelly can alter the radius as a bonus action. The jelly has blindsight and can telepathically communicate to other creature within its combined radius of bright and dim light. While it's chosen radius of bright light is 0 the jelly can't attack and it is invisible.
Hypnotic Pulse. As an reaction to jelly's master expending a spell slot, while shedding at least 5 foot of bright light, the jelly can project a twisting pattern of colors which rapidly flash and vanish throughout its body. Roll 5d8; the total is how many hit points of creatures this ability can affect. Creatures within the radius of the jelly's bright light are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by the pattern becomes charmed until the end of your next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
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