Magic Resistance. Hema has advantage on saving throws against spells and other magical effects.
Regeneration. Hema gains 3 hit points at the start of her turn if she has at least 1 hit point.
Multi Attack. Hema may use Bloody Claws, Innate Spellcasting, and one other attack of her choice each turn for a total of 3 attacks.
Bloody Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 4) slashing damage and 3 (2d4 + 4) slashing damage.
Innate Spellcasting. Hema's innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components:
At Will: speak with dead, magic missile (as 3rd level), ray of sickness (as 3rd level)
3/Day: animate dead, raise dead
1/Day: create undead
Necrotic Gaze. Hema targets one point within 60 feet of her. Any creature within 10 feet of that point must succeed on DC 15 CON saving throw or take 6d6 necrotic damage and become frightened until the end of Hema's next turn. Creatures that succeed on the saving throw take half damage and are not frightened.
Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Command Undead. When an Undead under Hema's command within 30 feet of her is missed by an attack, Hema can command that undead to immediately make an attack on a creature within 5 feet of it.
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