Brainghasts are nightmares born of pure terror. No ordered shape or context to it, just those meaningless nightmares where you fear everything despite seeing nothing. The form they take is a mass of twisting faces, spectral and screaming. It crawls along the ground, through walls and barriers, tracking your thoughts so there is nowhere to hide. Their touch brings terror, assaulting the mind so viciously that the victim’s heart may just stop beating and they fall dead of fear. This fear is so great that even in the brief moments of unconsciousness that come before death they dream of it, and that dream may be enough to birth forth a new brainghast somewhere in the world, spreading this horrific nightmare to others2E

Originally from the Dreamblade Anvilborn Encyclopedia.

5th Edition

Large aberration, unaligned
Armor Class 17
Hit Points 112 (15d10 + 30)
Speed 30 ft.
Str 4 (-3) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 15 (+2) Cha 20 (+5)
Damage Resistances acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Vulnerabilities psychic
Condition Immunities frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses truesight 60 ft. passive Perception 12
Languages telepathy 300 ft.
Challenge 9 (5000 XP)
Detect Mind. The brainghast can sense the presence and location of any creature within 300 feet of it that has an Intelligence score, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Drawn To Fear. The brainghast has advantage on attack rolls against frightened creatures, and can score a critical hit against such creatures on an attack roll of 18, 19, or 20.
Force Of Personality. The brainghast’s AC includes its Charisma modifier.
Incorporeal Movement. The brainghast 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.
The brainghast can use its Terrifying Presence. It then makes two Mental Touch attacks.
Mental Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d8) psychic damage. If the brainghast scores a critical hit, the target must succeed on a DC 17 Wisdom saving throw or be stunned for one minute. While stunned in this way, the target takes 7 (2d6) psychic damage at the start of each of its turns, and the brainghast regains hit points equal to the psychic damage taken. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Terrifying Presence. Each non-aberration creature that is within 120 feet of the brainghast and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws agianst the brainghast’s Terrifying Presence for the next 24 hours.

13th Age

Large 4th level spoiler [aberration]
Initiative: +8
Vulnerability: Psychic
Mental Touch +9 vs. MDC2A0- 20 psychic damage and the target is vulnerable to psychic damage (save ends)
Natural 14+:C2A0The target is dazed and vulnerable to psychic damage (save ends both).
Critical Hit: The target also takes 2d8 ongoing psychic damage.
Drawn to Fear:C2A0The brainghast gains a +2 bonus to attack rolls against dazed enemies.
Fear:C2A0While engaged with the brainghast, creatures with 18 hp or fewer are dazed and do not add the escalation die to their attacks.
Ghostly:C2A0The brainghast has resist damage 16+C2A0to all damage except force damage. It can also move through solid objects, but canE28099t end its movement inside them.
Mind Sight:C2A0The brainghast knows the location of all nearby enemies even through invisibility, illusions, or any attempts to hide, even through interposing barriers.
ACC2A019 PDC2A014 MDC2A019 HPC2A094

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