Angelic Weapons. Cupid's weapon attacks are magical. When the Cupid hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Flyby. Cupid doesn't provoke opportunity attacks when she flies out of an enemy's reach.
Innate Spellcasting. Cupid's spellcasting ability is Charisma (spell save DC 16). Cupid can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, invisibility (on self)
1/day each: commune
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Arrows of Love. When the cupid hits a fey, giant, or humanoid with a ranged weapon attack, it can choose to deal no damage. If it does, the target must succeed on DC 16 Wisdom saving throw or be magically charmed for 1 day by a random fey, giant or humanoid it can see within 60 feet of it. The charmed targe obeys the charmer's verbal or telepathic commands. If the target suffers harm or receives a command what would directly or indirectly harm it, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends, the target can't be charmed by Cupid for the next 24 hours.
Cupid can only have up to two targets charmed at a time.
Multiattack. Cupid makes two ranged attacks.
Shortbow. Melee Weapon Attack: +9 to hit, range 80 ft./320 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) radiant damage.
Healing Touch (3/Day). Cupid touches another creature. The target magically regains 12 (2d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. Cupid can magically polymorph into a humanoid that has a challenge rating equal to or less than its own, or back into her true form. She reverts to her true form if she dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, Cupid retains her 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.
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