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.
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.