Homebrew
Shapechanger. The werepanther can use its action to polymorph into a panther, or back into its true form, which is a panther-humanoid hybrid. Its statistics, other than its size, 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.
Keen Hearing & Smell. The werepanther has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the werepanther moves at least 15 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 werepanther can make one bite attack against it as a bonus action.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werepanther makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
Bite (Panther or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werepanther lycanthropy.
Claw (Panther or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Enchanting Breath (Recharges 5-6). The werepanther exhales an enticing aroma in a 15' cone. Each creature within that area must make a DC 13 Constitution saving throw. If it fails the saving throw, the creature is charmed by the werepanther for 1 minute or until the werepanther or its companions do anything harmful to it. The charmed creature is friendly to the werepanther.
Forest, Hills, Swamp