Multiattack. The harpy makes two attacks with its claws.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Distracting Purr. The Cattywomp makes a magical purr. Every humanoid and giant within 10 feet of the Catywomp that can hear the pur must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A target effected by the distracting purr may attempt the same save at the end of each of their turns to undo its effects. If a target takes damage while under the effect of distracting purr they may attempt another save in order to break free of its effects.
While charmed by the Cattywomp, a target must use its movement to go prone, once prone as long as it is charmed by the Cattywomp it chooses not to move. Additionally it uses its action and bonus action to make biscuits on the floor.
The Zoomies. As a bonus action a Cattywomp may enter a state of immense energy, for the next minute the Cattywomp may disengage or dash as a bonus action. If they disengage their move speed doubles till the end of their turn. While doing the zoomies a Cattywomp must move at least 30ft per turn or the zoomies end. They regain the ability to use the zoomies once per short rest.
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