Confusing Gaze
When a target starts its turn within 30 feet of the creature and is able to see the creatures’ eyes, the creature can magically force it to make a DC 15 Charisma saving throw, unless the creature is incapacitated. On a failed saving throw, the target can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the target does nothing. On a 5 or 6, the target takes no action but uses all its movement to move in a random direction. On a 7 or 8, the target makes one melee attack against a random target, or it does nothing if no target is within reach. Unless surprised, a target can avert its eyes to avoid the saving throw at the start of its turn. If the target does so, it can’t see the creature until the start if uts next turn, when it can aver its eyes again. If the target looks at the creature in the meantime, it must immediately make the save. (Umber Hulk, pp. 292, MM)