Large Celestial, Lawful Good
Armor Class 14 Natural armor
Hit Points 19 (3d8 + 2)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws CON +4, INT +4, WIS +3, CHA +6
Skills Perception +3, Stealth +4
Damage Resistances Cold, Radiant
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 13
Languages Telepathy 90 ft.
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Keen Hearing and Smell. The barakiel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Speak With Beasts and Plants. The barakiel can communicate with beasts and plants as if they shared a language.

Running Leap. With a 10-foot running start, the barakiel can long jump to 20 feet.

Healing Touch (2/day). The barakiel touches another creature with its paws. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons affecting the target.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target has 50 current hit points or less, it must succeed on a DC 13 Wisdom saving throw or fall unconscious for 1 minute, or until someone uses an action to shake or slap the target awake. A target immune to being charmed isn't affected by this feature.

Description

A barakiel is a longhaired, jumbo-sized celestial dog of great intellect. Similar to couatls, they were created by a benevolent god as watchful guardians, protecting the young, the weak, and lost travellers.

Environment: ArcticCoastalDesertForestGrasslandHillUrban

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