| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 13 | +1 | +1 |
| CON | 8 | −1 | −1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −1 |
| WIS | 14 | +2 | +4 |
| CHA | 3 | −4 | −2 |
Flammable. When the air jelly is hit with an attack that deals Fire damage, the gas under it explodes, forcing all creatures within 5 feet of the air jelly to make a DC 11 Dexterity saving throw. On a failure, a creature takes 4 (1d8) Fire damage, or half as much damage on a success.
Mind Sense. The air jelly cannot be Surprised by a creature that it can sense using its telepathy, and its thoughts cannot be read using magic.
Sting. Melee Weapon Attack: +3, reach 5 ft. Hit: 7 (1d12 + 1) Piercing damage plus 7 (2d6) Poison damage, and the target is Paralyzed until the start of the air jelly's next turn.
Spellcasting (Psionics). The air jelly casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Mind Sliver
1/Day Each: Mirror Image, Cause Fear, Mage Armor (included in AC)
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