Humanoid:MoveTo() awkward long pause before moving

I have a very very simple script written for a monster, and while everything is functioning, there is this awkward long pause before the MoveTo() command actually innacts. I’ve checked to make sure that parts aren’t still anchored, and exactly when the if statement is reading HasRisen (a BoolValue I set to true after the tween animation seen below finishes) to be true. Everything is working as it should and reading how and when it should, yet this pause is still here for an unknown reason. Here is my server script that is stored directly under the Enemy Model:

local Player = game.Players.PlayerAdded:Connect(function(player)
	local PChar = player.Character or player.CharacterAdded:Wait()
	local Enemy = script.Parent

	while task.wait() do 
		local HasRisen = Enemy:GetAttribute("HasRisen")
		if HasRisen == true then 
			Enemy.Humanoid:MoveTo(PChar.HumanoidRootPart.Position)
		end
	end
end)

As well a video of the pause in action: (Medal clip idk why studio wont display it)

External Media

If the tween and actual spawning of the monsters is needed, just request for it, though it is quite the lengthy code and is being stretched across multiple scripts. Any help is appreciated!

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