Dive Attack. If the aarakocra is flying and dives at least 30 feet
straight toward a target and then hits it with a melee weapon
attack, the attack dea ls an extra 3 (1d6) damage to the target.
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4(1d4 +2) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. HIt: 5 (1d6 +2) piercing damage.
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8)
Healing Touch (3/Day). The deva 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 deva 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 deva's choice). In a new form, the deva 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 lairactions) that the new form has but that it lacks.
Multiattack. The planetar makes 2 melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by 'dispel magic', the armor must succeed on a Con saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Multiattack. The armor makes 2 melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage