The use of traps makes a lot of sense here. You can create multiple Glyph of Warding "traps" that each have hold person stored within:
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration
If the villain can lure them into the glyphs, then each Hold Person can be rolled for save.
However, the last part is the important bit - if you they save, they're not held. You can have a whole hallway filled with them, so it's just glyph after glyph after glyph, but that may be a little heavy handed. In addition, he'd have to prepare for this as the glyphs can't travel. So there'd need to be a place he can lure them TO where he's set up his 'escape'.
As said above, Hypnotic Pattern is an option, but that's also circumvented with a save.
The hallway of Glyphs is the easiest and simplest mechanic to achieve what you're looking for - although a simple Dimension Door could do it, too.
The Robe of Scintillating colors (DMG, p194) can force a DC 15 Wis save or be stunned to the entire party. Again, the problem here is someone making their save.
Alternate Option-Wall of Force (5th level) or Forcecage (7th level)
I just noticed in the comments of another answer that you didn't want to use traps. If that's the case, then Glyphs of Warding don't really work. What COULD work is containment. Casting Wall of Force or Forcecage can contain them without allowing a save. It gives you time to taunt and then either run or dimension door away.
Alternate - Mislead(5th level spell)
The answer below suggesting using an illusion scroll is a great idea, but I am taking it one step further with using Mislead, a 5th level spell. It has a one hour duration, which allows the Villain to turn invisible and get a safe distance before "turning" on the group as the illusion and telling them of his evil plan. Since the group has no reason to physically interact with the Illusion, there is no save. Once he says his peace, he can either walk the illusion off, or dismiss it. All while a safe distance away.