Dire Werelion
This uses the Dire Lycanthrope template created for the Weresabre.
Dire Werelion, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 8d8+32 (73 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Spear +8 melee (1d8+1/×3); or shortsword +8 melee (1d6+1/19-20); or spear +7 ranged (1d8+1/×3)
Full Attack: Spear +8 melee (1d8+1/×3); or shortsword +8 melee (1d6+1/19-20); or spear +7 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, lion empathy, low-light vision, scent
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +1, Intimidate +3*, Jump +0, Listen +7, Move Silently +3, Spot +7
(includes -1 armor check penalty)
Feats: Alertness, Improved Initiative, Iron Will (B), Multiattack (B), Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 dire lions)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful, usually evil
Advancement: By character class
Level Adjustment: +3
Dire Werelion, Dire Lion Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 8d8+32 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Claw +15 melee (1d6+8)
Full Attack: 2 claws +15 melee (1d6+8) and bite +12 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 14, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +4*, Intimidate +3*, Jump +12, Listen +7, Move Silently +10, Spot +7
Feats: Alertness, Improved Initiative, Iron Will (B), Multiattack (B), Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 dire lions)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful, usually evil
 Advancement: By character class
Level Adjustment: +3
Dire Werelion, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 8d8+32 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Spear +14 melee (2d6+12/×3); or shortsword +14 melee (1d8+8/19-20); or claw +15 melee (1d6+8); or spear +8 ranged (2d6+8/×3)
Full Attack: Spear +14 melee (2d6+12/×3) and bite +12 melee (1d8+4); or shortssword +14 melee (1d8+8/19-20) and claw +13 melee (1d6+4) and bite +12 melee (1d8+4); or 2 claws +15 melee (1d6+8) and bite +12 melee (1d8+4); or spear +8 ranged (2d6+8/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 14, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +4*, Intimidate +3*, Jump +8, Listen +7, Move Silently +10, Spot +7
Feats: Alertness, Improved Initiative, Iron Will (B), Multiattack (B), Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 dire lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually evil
 Advancement: By character class
Level Adjustment: +3
 A powerfully built creature with the fur, claws and magnificent   head  of a lion, but the limbs and figure of a humanoid. Its wiry build   and  sinewy muscles suggest a whiplash speed and athleticism. The   being's  eyes are like a lion, but far brighter.
 
Dire werelions in humanoid form possess wiry but muscular builds and are    heavily tanned. Werelions have thick,  tawny or yellow hair, although  a   few werelions have black hair. Male  werelions traditionally grow  their   hair long, like a lion's mane, which some werelions tie back or  cover   with a turban. Females, or werelionesses, traditionally keep  their hair   short when in human form, sometimes appearing almost  shaved. Both  sexes   usually dress like hunters in simple garments of  skin and fur  that are   easy to remove, repair, or replace.
 
In lion form, dire werelions appear as preternaturally large lions with  unusually bright eyes. They speak with deep and melodious voices, and  have a deeper roar than a normal lion.
 
Dire werelions prefer humanoid company to that of animals. They  sometimes strike bargains to serve humanoids as wilderness scouts or  caravan guards in return for various rewards, which usually include  hunting rights. Their sociability should not be relied on, for dire  werelions attack humanoids far more readily than normal lions do, and  many of them are man-eaters. However, dire werelions rarely attack people  they've struck bargains with. They are creatures of their word who  almost always honor a deal, unless they believe the other party has  broken the terms.
 
The dire werelion presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8.
COMBAT
A dire werelion prefers to fight in hybrid form. They favour their claws  and fangs over weapons, since they allow it to use its pounce,    improved grab and rake special attacks. Dire werelions generally drive  or lure their prey into ambushes, as they are masters at stealth and  deception. They will run away from a losing fight. If asked,  a   werelion would insist such strategies are a matter of   sophisticated  tactics rather than cowardice, since they are proud   creatures with an  exaggerated sense of their own dignity.
 
Alternate Form (Su): A dire werelion can assume the form of a dire lion or a lion-humanoid hybrid.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire werelion’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Pounce (Ex): If a dire werelion in animal or hybrid form charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a dire werelion in animal or hybrid form must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +15 melee, damage 1d6+4.
Lion Empathy (Ex): Communicate with lions and dire lions, and +4 racial bonus on Charisma-based checks against lions and dire lions.
Skills: A dire werelion in animal or hybrid form has a +4 racial bonus on Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, this Hide bonus improves to +12.
 In Zakhara
Almost all werelions in Zakhara are dire werelions. Their society is  matriarchal, with each pride ruled by a werelioness whose authority is  unquestioned. The male werelions may brag or be lackadaisical in their  duties, but they never disobey their matriarch. Large prides of Zakharan  dire werelions are usually split into two groups, one led by the  matriarch and the other by her chief consort. 	
 
Skills Breakdown
Base Saves: Fort +8, Ref +6, Will +6 [Warrior Fort +2, Ref +0, Will +0 plus Dire Lion Fort +6, Ref +6, Will +6]
Skill Ranks
Were Animal (16 SPs): Hide 2, Listen 5, Move Silently 4, Spot 5
Warrior (8 SPs): Handle Animal 4, Intimidate 4
 Total Ranks: Handle Animal 4, Hide 2, Intimidate 4, Jump 0, Listen 5, Move Silently 4, Spot 5
Human:
Handle Animal 4* -1 Cha
Hide 2 +0 Dex -1 armour
Intimidate 4* -1 Cha
Jump 0 +1 Str -1 armour
Listen 5 +0 Wis +2 Alertness
Move Silently 4 +0 Dex -1 armour
Spot 5 +0 Wis +2 Alertness
Skills: Handle Animal +3*, Hide +1, Intimidate +3*, Jump +0, Listen +7, Move Silently +3, Spot +7 (includes -1 armor check penalty)
Lion:
Handle Animal 4* -1 Cha
Hide 2* +2 Dex +4R -4 size
Intimidate 4* -1 Cha
Jump 0 +8 Str +4 spd
Listen 5 +0 Wis +2 Alertness
Move Silently 4 +2 Dex +4R
Spot 5 +0 Wis +2 Alertness
Skills: Handle Animal +3*, Hide +4*, Intimidate +3*, Jump +12, Listen +7, Move Silently +10, Spot +7
Hybrid: 
Handle Animal 4* -1 Cha
Hide 2* +3 Dex +4R -4 size
Intimidate 4* -1 Cha
Jump 0 +8 Str
Listen 5 +0 Wis +2 Alertness
Move Silently 4 +2 Dex +4R
Spot 5 +0 Wis +2 Alertness
Skills: Handle Animal +3*, Hide +4*, Intimidate +3*, Jump +8, Listen +7, Move Silently +10, Spot +7