Keen Hearing and Smell. Arcanine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Arcanine has advantage on an attack roll against a creature if at least one of Arcanine's allies is within 5 feet of the creature and the ally isn't incapacitated.
Extreme Speed. Arcanine gains 25 speed during the turn it decides to use Extreme Speed and doesn't provoke attacks of opportunity when moving this turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ember. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 7 (1d8 + 3) fire damage.
Extreme Speed (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Flamethrower (Recharge 6). Arcanine exhales fire in a 60-foot line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 15 (6d4) fire damage on a failed save, or half as much damage on a successful one.
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