Homebrew
Incorporeal Movement. The Mindflayer Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object. Ethereal Sight. The wraith can see 8 squares into the Ethereal Plane when it is on the Material Plane, and vice versa. Psychic Drain. The Mindflayer Wraith regains hit points equal to the psychic damage it deals. Unnatural Stealth. The wraith has advantage on Dexterity (Stealth) checks made to hide in dark or dimly lit areas.
Multiattack. The wraith makes two Psychic Touch attacks. Psychic Touch. Melee Weapon Attack: +8 to hit, reach 1 sq., one target. Hit: 22 ( 4d6+8 ) psychic damage. Mind Blast (Recharge 1d6>=6 ). The wraith magically emits psychic energy in a 6-square cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 27 ( 5d8+5 ) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Detect Thoughts (Recharge 1d6>=5 ): As an action, the wraith can cast the spell Detect Thoughts (spell save DC 16) without requiring components. When it does so, it also deals 3d6 psychic damage to the creature it targets with its mind-reading. Consume Psyche: The wraith targets one incapacitated creature it can see within 6 squares of it. The target must succeed on a DC 16 Intelligence saving throw or take 36 ( 8d8 ) psychic damage. If this damage reduces the target to 0 hit points, the wraith gains 10 temporary hit points.