Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the charmhopper can bite only the grappled creature and has advantage on attack rolls to do so.
Luring chirp. The charmhopper sings a magical melody. All Large or smaller creatures within 300 feet of the charmhopper that can hear the song must succeed on a DC 13 wisdom saving throw or be charmed until the song ends. The charmhopper must take a bonus action on its subsequent turns to continue chirping. It can stop chirping at any time. The chirp ends if the charmhopper is incapacitated.
While charmed by the charmhopper, the creature begins a comic dance. If the charmed creature is more than 5 feet away from the charmhopper, the creature must move on its turn toward the charmhopper by the most direct route, trying to get within 5 feet. The creature doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this charmhopper's song for the next 24 hours.
Fleeing Leap. If the charmhopper is hit by a melee attack it can see, it can use its reaction to leap up to its movement speed to a new location. Doing so does not provoke opportunity attacks, but does end the charmhoppers Luring Chirp, ending any charmed effects.
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