Monster Manual
Fae Attunement. During a long rest they can link up to an individual through meditation, their strengths and weaknesses shift and take on a matching form of the attuned individual. For this sheet, the individual is called an attuned ally.
Keen Smell. They have advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If they move 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 13 Strength saving throw or be knocked prone. If the target is prone, they can make one bite attack against it as a bonus action.
Pack Tactics. They have advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn’t incapacitated, and attacks against the attuned allies within 5ft have disadvantage.
Running Leap. With a 10-foot running start, they can long jump up to 25 feet.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Lick. On willing allies reach 5ft., one target. Heals an equal amount of 1d8s to the attuned ally's Proficiency Bonus.
This can be done a number of times equal to the attuned ally's Proficiency Bonus.
Flower Mane. Upon taking damage, they can completely block all of the attack damage, then turn it into the resistance of that damage type until the start of their next turn. This however cant is used on necrotic or Psychic damage types, in addition, they also have to see the attack.