Adorableness. All creatures who can see the Capyhorror are immediately and indefinitely charmed by how cute it is. This is not a magic effect and thus bypasses any resistances or immunities to the charmed condition. There is no saving throw.
While a creature is charmed, it must spend its turn walking calmly towards the Capyhorror and sit down within 10 feet of it.
Once all creatures are sitting down, the Capyhorror attacks and ends the charmed condition on every creature that can see it. The first attack on a charmed creature is done at advantage.
Multiattack. The Capyhorror makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) psychic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) psychic damage. If the target takes any of the psychic damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.
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