Incorporeal Movement. The stray can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Sneaky. While in dim light or darkness, the stray can take Hide action as a bonus action
Cold Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8) necrotic damage. Sweet Voice. The stray lures adventurers deeper in to the forest with it's sweet voice. Each non-undead creature within 60 ft. of the stray that can hear it must succeed on a DC 15 Wisdom saving throw or be charmed for 10 minutes.The charmed target trusts the stray, and wants to follow it's voice. A charmed target can repeat the saving throw if the stray harms the target or it's companions, or if th etarget can't hear the stary anymore, ending the charmed condition on itself on a success. The stray can use her sweet voice on affected targets as a bonus action to keep the effects of her voice active. If a target's saving throw is successful or the effect ends for it, the target is immune to this stray's Sweet Voice for the next 24 hours. Haunting Echo. Each non-undead creature within 60 ft. of the stray that can hear it and is not charmed by it must succeed on a DC 15 Wisdom saving throw. On a fail, the creature hears the stray's voice echoing in its head and becomes dizzy. It uses all its movement to move in a random direction as a reaction. To determine the direction, roll a d8 and assign a direction to each die face.The affected creature can't move on it's next turn.