Thought Master (5e Creature)
From D&D Wiki
Large aberration, chaotic evil
Saving Throws Int +10, Wis +6, Cha +7
Mastermind The Thought Master has advantage on Intelligence saving throws.
Multiattack The Thought Master makes two tail attacks.
Tail Ranged Weapon Attack: +7 to hit, reach 10 ft., two targets. Hit: 25 (4d10 + 1) bludgeoning damage.
Control Will The Thought Master targets one creature within 20 ft., That creature must then make a DC 18 Intelligence saving throw or be controlled by the Thought Master for 2 rounds. If it succeeds, it is controlled for only 1 round. After the Thought Master uses this action twice, it cannot use it again until the next dawn.
Detect Thoughts The Thought Master can cast the detect thoughts spell (spell save DC 18).
Air Burst Ranged Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d10 + 4) bludgeoning damage. The target is pushed 30 ft. away from the Thought Master.
The Thought Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Thought Master regains spent legendary actions at the start of its turn.
Tail The Thought Master makes a tail attack.
Air Burst The Thought Master makes an air burst attack.
INSERT NAME HERE The Thought Master targets one creature within 25 ft., that target must then make a DC 17 Wisdom saving throw or take10 (2d8 +3) thunder damage and become frightened of the Thought Master for 4 rounds. If the target succeeds, it only takes 6 (1d8 +3) damage.