Legendary Resistance (3/Night). If Abatina fails a saving throw, she can choose to succeed instead.
Spellcasting. Abatina is an 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +7 to hit with spell attacks). Abatina has the following Sorcerer and Wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, frostbite
1st level (5 slots): detect magic, ice knife, shield
2nd level (4 slots): detect thoughts, hex, darkness, misty step, rime's binding ice
3rd level (4 slots): animate dead, counterspell, dispel magic, sleet storm
4th level (3 slots): blight, ice storm
5th level (3 slots): cone of cold, scrying
6th level (2 slot): circle of death, wall of ice, moonblast
7th level (1 slot): new moon
Moon's gift. Before combat begins, Abatina can cast a 4th level spell or lower for free. If exposed to moonlight, Lunar Knights can cast a 7th level spell for free instead.
Beckoned by Mother. Abatina is immune to any effect that turns undead.
Two weapon fighting. Abatina makes two melee attacks.
Baiser de Lune. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Moonlight's Blessing. If exposed to moonlight. Abatina can cast any cantrip, 1st, or 2nd level spell as a bonus action.
Parry. Abatina adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Abatina can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and can be used during any other creature's turn. Abatina regains spent legendary actions at the start of her turn.
Pale Light (Costs 1 action). Imbue your weapons with Pale Light. When Pale Light is active, every attack made with the Crescent Spear leaves a pale blue light. One handed attacks leave a 5-foot-diameter cluster of light while two handed attacks leave a 10ft line instead. The light can be walked through, doesn't harm any creatures or objects, and cannot be removed. After attacking, roll 1d4. That roll determines how many turns it takes for the light to detonate, and how many 1d6 are rolled for damage. Detonated light damages anyone within it with Cold damage. Only one cast of Pale Light can be activated at a time.
Moon's Revision (Costs 1 action). Force the creature attacking to reroll their damage with any previous modifiers. If the rerolled damage is lower than the original, gain an additional action on your turn. If the rerolled damage is higher than the original, the user loses an action on their next turn.
Moon's Gambit (Costs 1 action). When successfully attacking an organic creature with a natural 15 or higher, both the creature and user roll a d20. If the user hit the creature with advantage, the user rolls their d20 with advantage. If the user hit with disadvantage, the user rolls their d20 with disadvantage. The character with the lower roll is afflicted with a random condition for their next turn. If the user rolls a DC 20 during Moon's Gambit, the creature afflicted with a random condition for 3 turns. This can also happen to the user if the creature rolls a DC 20.
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