Ok... I think some of you are really off the mark in understanding my point of view. Here is a recap.
1) Excapode comes from 2nd edition where a charm would last according to intel. Now, it is a save every round to end it. To by pass this, I would need to give Excapade something equivalent to the domination of a vampire on multiple targets. This would defeat the point of what is Excapode.
2) Excapode is NOT a BBEG type boss. He is a wimp, a twit, a weakling, that is using others to fight for him. He does not have lair action. He is not legendary. He's just a 10th level enchantor with a hole in his sanity.
3) The difficulty of the adventure was not in killing/capturing Excapode. It was doing so without killing the lawfull good group that was charmed by him.
4) Since he is such a wimp, giving him special powers kinda of defeat the spirit of what he is.
5) I know that I am not forced to make NPC follow the same power curve as the PC. I can give them just about any power if I so choose. That much is obvious. But I also like that players can replicate what monsters can do.
The problem is the concentration mechanic with charm. This mechanic prevents such an adventure to even exist. By the same token, you can not see the old plot of the charmed king doing such and such for months/years because sooner or later he would save during the hour or even within 10 minutes. In 1ed and 2ed, the average 10 intel character had a save every 3 weeks. In 5ed, in 10 minutes the same character gets over a 100 saves to get out of the charm! A 100 saves would have taken 300 weeks in previous editions.
The whole point of this is: Without doing something way far off of the spirit of this old adventure (where Excapode is a whimp) it is impossible to find a logical, non exagerated solution. Concentration was good in eleminating the power creep we saw in 3.xed but we also lost a few possible plots in the process.