Luminescent Jelly (5e Creature)
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Medium ooze, unaligned
Damage Resistances acid, cold, fire, necrotic, radiant
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
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.