Mind Flayer
(1/Round) force Charmed enemy to Interpose for you.
When crit: attacker is Charmed (damage ends).

- •Pounce.2d8+4.
On hit: Riding (End DC 12 STR save) OR:
- •Hijack Brainwaves.
(Target you are Riding) Spend 2 actions for the target (they immediately regain these actions).

You are invisible to charmed creatures.
- •Tentacles.1d8+20.
On Damage: Grappled. OR:
- •Devour Brain.40.
(You must have Advantage) DC 16 STR save, Fail: Wounded
- •Mind Blast (1 Use).
8d10 (Range 12; Area) psychic damage(ignores defense) all enemies. then DC 17 INT save or Dazed.
- •Tentacle.
(Reach 6) Fly 6. 2d10+10. On hit: Grappled(Escape DC 17)
- •Psychic Tether.
(Range 12) 2d10 psychic damage and form a Psychic Link. (Psychic Link: whenever you take damage, a linked target takes half as much psychic damage. Ended by spending an action to sever the link, which also breaks any concentration.)
At 50% HP, Mind Blast recharges.
THE ELDER BRAIN IS DYING! 140 more HP and its dead. Until then: psychic link can't be broken and deals the full amount of damage instead of half.

- Mass Domination.4d8.
(Range 6; Area) psychic damage(ignores defense) all enemies. DC 18 Will save: Fail: spend one of the targets actions.

- •Telekinetic Storm.2d12+10.
(Range 12; 4x4 Area) DC 19 DEX save, Fail: Pushed 4. OR:
- •Telekinetic Fling.1d12+30.
(Range 18) On hit: move the target primary die spaces. If you move the target into another creature, they also take the damage and are Prone.
At 175 HP, gain Debris Storm: (Aura 4) the area is difficult terrain for enemies, and enemies take 10 damage if they end their turns in the area.