Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Every living creature within 100 ft. of the zuvembie that can hear the call must succeed on a DC 15 Wisdom saving throw or be charmed until the call ends. The zuvembie must take a bonus action on its subsequent turns to continue calling creatures. It can stop the call at any time. The call ends if the zuvembie is incapacitated. While charmed by the zuvembie, a target is incapacitated and ignores the call of other zuvembies. If the charmed target is more than 5 ft. away from the zuvembie, it must move on its turn toward the zuvembie by the most direct route. It 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 zuvembie, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this zuvembie's call for the next 24 hours.