Thrump (5e Creature)
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Huge fiend, chaotic evil
Extreme Vetting.The thrump deals an additional 5 (2d4) bludgeoning damage with its unarmed attacks against creatures that are not originally from this realm
Fiendish Blessing. The thrump can add its Charisma modifier to its AC.
Fiendish Resistance. The thrump has advantage on saving throws against being charmed, and magic can't put the thrump to sleep.
Innate Spellcasting. The thrump's spell casting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:
Multiattack. The thrump can use two unarmed strikes and cast one spell that it can cast at will.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The thrump 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 thrump regains spent legendary actions at the start of its turn.
Command. The thrump can command thrumplings to do a sneak attack, thrumplings otherwise cant do a sneak attack (how dumb are they?)
You're Fired. The thrump casts immolation.
I'm gonna build a great wall. The thrump casts wall of fire.
Iron Grip. The thrump casts hold person.
Wrong. Cancels concentration on all spells in 25 foot radius.