Angelic Weapons. The Angel's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).
Divine Awareness. The Angel knows if it hears a lie.
Innate Spellcasting. The Angel's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
1/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The Angel has advantage on saving throws against spells and other magical effects.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6) slashing damage plus (1d8) radiant damage.
Flying Sword. The Angel releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Angel can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Angel's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (2/Day). The Angel touches another creature. The target magically regains (1d8 +2) hit points and is freed from any curse, disease, poison, blindness, or deafness.