Homebrew, Ravenloft: Denizens of Darkness (3.5e)
Spellcasting. The paka is a 6th-level spellcaster and their spellcasting ability is Intelligence (spell save DC 15, +7 spell attack bonus). It has the following wizard spells prepared:
Shapechanger. The paka can use its action to polymorph into a humanoid form, or back into its true form, which is a feline-humanoid hybrid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Canine Antipathy. The paka has disadvantage on all Wisdom (Animal Handling) checks when interacting with canine creatures, such as dogs, wolves, and worgs. The paka also has disadvantage on all Charisma skill checks when dealing with humanoid races with canine attributes, including werewolves.
Pounce. If the paka moves at least 20' straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the paka can make one melee attack against it as a bonus action.
Multiattack. If the paka takes the attack action, it can either make two rapier attacks or two claw attacks.
Rapier. Melee Weapon Attack: +8 to hit, 5' reach, one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, 5' reach, one target. Hit: 8 (1d6 + 5) slashing damage.
Feline Allies. The paka can establish a telepathic bond with any feline beast within 50' of itself. Once the bond is established, the paka can see through the beast's eyes and hear what it hears as a free action, gaining the benefits of any special senses that the beast has. As a bonus action, the paka can command the beast to perform an action on the beast's next turn, including attack. The bond is broken if the beast moves more than 50' from the paka.
Hypnotic Gaze (1/Day). The paka's soft words and enchanting gaze can magically enthrall another creature. The paka chooses one creature it can see within 5' of it. If the target can see or hear it, the creature must succeed on a DC 15 Wisdom saving throw or be charmed by it until the end of the paka's next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, the paka can use its action to maintain this effect, extending its duration until the end of the paka's next turn. However, the effect ends if the paka moves more than 5 feet away from the creature, if the creature can neither see nor hear it, or if the creature takes damage.
Lick Wounds (3/day). The paka can heal itself or an ally for 1d8 HP.
Instinctive Charm. If a creature the paka can see within 30' of it makes an attack roll against the paka, it can use its reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the paka or the attacker. If multiple creatures are closest, the attacker chooses which one to target.
The paka must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.