In lieu of a melee attack, a creature can attempt to Provoke a target. If you're able to make multiple attacks with the Attack action, this action can replace one of them. The attacker makes a Charisma (Deception) or a Strength or Charisma (Intimidation) check contested by the target's Wisdom (Insight). If the attacker wins, until the end of the attacker's next turn, the target has Disadvantage on attack rolls or ability checks against any target other than the Attacker who Provoked them. The target must be capable of hearing you, whether or not they can understand you, and intelligent enough to understand the threat you pose. Some creatures with truly alien intelligences might be immune to being provoked.