Keen Hearing and Smell. The werelion has advantage on Wisdom (Perception) checks that rely on hearing or smell. Hunter. The werelion rolls attacks with advantage against creatures who are frightened by it. Pounce. If the werelion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the werelion can make one bite attack against it as a bonus action.
Multiattack. The werelion makes up to two attacks: one with its bite, or two with its claws. (This does not stack with extra attack.) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werelion lycanthropy. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: (1d6 + 4) slashing damage. Roar. Uses its action to roar, forcing each creature of its choice within 30 feet of it to make the Wisdom saving throw (DC equal to 10 + Charisma modifier). On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.