Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 1d10 radiant damage (included in the attack).
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Multiattack. The deva makes four melee attacks.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) slashing damage plus 13 (1d10) radiant damage.
Healing Touch (3/Day). The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).
In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Angels are mysterious, detached beings seldom glimpsed by mortal eyes. They are the living incarnations of white mana, and embody its inherent tendencies toward order and harmony. Some inventors view angels in the context of the Aether Cycle as an expression of a Great Design. Given divine inspiration and an utterly perfect stage of innovation, an angel is the constructed result—a living invention. Their masks, headdresses, and armor give them an almost mechanical appearance, but they are…