TEXT:  
  Familiars 
  By tradition, familiars take the forms of beasts, but we have 
  decided to break away from that to offer some stat blocks 
  based on non-beast creature types. At the end of the day, a 
  familiar is an extraplanar spirit in the shape of a beast, so 
  why not let them take the shapes of constructs, undead or 
  fey? 
       Pet Cemetery. Undead familiars. I'm pretty sure there's 
  one person in every adventuring party that wants one of 
  these creepy critters following them around. So, dim the 
  lights, break out the eye shadow, and get your Hot Topic 
  gift cards ready – it's time to give your PCs a gothic 
  makeover! 
  Creeping Foot 
  Tiny undead, neutral evil 
  Armor Class 11 
  Hit Points 2 (1d4) 
  Speed 20 ft. 
   
   
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Turn Immunity. The foot is immune to effects that turn undead. 
  ACTIONS 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d4+2) bludgeoning damage. 
  Hitodama 
  Tiny undead, neutral 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 0 ft., fly 30 ft. (hover) 
   
   
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons  
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhausted, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Illumination. The hitodama sheds dim light in a 10-foot radius. 
   
   
  Incorporeal Movement. The hitodama can move through other 
  creatures and objects as if they were difficult terrain. It is 
  destroyed if it ends its turn inside an object. 
  ACTIONS 
  Soul Drain. The hitodama drains the life energy from a creature 
  within 5 feet. The target must make a DC 10 Wisdom save or take 
  1 necrotic damage. 
  Pseudodragon Skeleton 
  Tiny undead, lawful evil 
  Armor Class 14 (natural armor) 
  Hit Points 9 (2d4 + 4) 
  Speed 15 ft., fly 60 ft. 
   
   
  Damage Immunities poison 
  Damage Vulnerabilities bludgeoning 
  Condition Immunities exhausted, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Common and Draconic but can't speak 
  Challenge 0 (10 XP) 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage. 
  Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  5 (1d4 + 3) piercing damage and the target must succeed on a DC 
  12 Constitution saving throw or be poisoned for 1 hour. If the 
  saving throw fails by 5 or more, the target falls unconscious for 
  the same duration, or until it takes damage or another creature 
  uses an action to shake it awake. 
  Rolling Head 
  Tiny undead, neutral evil 
  Armor Class 9 
  Hit Points 3 (1d4 + 1) 
  Speed 20 ft. 
   
   
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned, prone 
  Senses blindsight 30 ft., darkvision 60 ft., 
  passive Perception 11 
  Languages Common 
  Challenge 0 (10 XP) 
  Turn Immunity. The head is immune to 
  effects that turn undead. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4+2) 
  piercing damage. 
   
  STR 
  14 (+2) 
  DEX 
  13 (+1) 
  CON 
  11 (+0) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  STR 
  1 (-5) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  2 (-4) 
  STR 
  6 (-2) 
  DEX 
  16 (+3) 
  CON 
  15 (+2) 
  INT 
  15 (+2) 
  WIS 
  6 (-2) 
  CHA 
  5 (-3) 
  STR 
  12 (+2) 
  DEX 
  9 (-1) 
  CON 
  12 (+1) 
  INT 
  7 (-2) 
  WIS 
  12 (+1) 
  CHA 
  6 (-2) 
  
   
   
   
   
   
   
   
   
   
   
  Scorchskull 
  Tiny undead, chaotic evil 
  Armor Class 12 
  Hit Points 9 (2d4 + 4) 
  Speed 0 ft., fly 40 ft. 
   
   
  Damage Resistances fire, necrotic, piercing 
  Damage Immunity poison 
  Condition Immunities charmed, frightened, paralyzed, poisoned 
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Magic Resistance. The scorchskull has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting. The scorchskull's spellcasting ability is 
  Intelligence (spell save DC 12). the scorchskull can innately cast 
  the following spell, requiring no material components: 
  At will: mage hand 
  ACTIONS 
  Heat Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. 
  Hit: 7 (2d6) fire damage. 
  Slithering Tentacle 
  Tiny undead, neutral evil 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 30 ft., swim 30 ft. 
   
   
   
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, poisoned, prone 
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Turn Immunity. The tentacle is immune to effects that turn 
  undead. 
  ACTIONS 
  Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) bludgeoning damage, and the target is grappled 
  (escape DC 11). Until this grapple ends, the creature is restrained, 
  and the tail/tentacle can't constrict another target. 
  Vampire Bat 
  Tiny undead, lawful undead 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 60 ft. 
   
   
  Damage Resistances necrotic; bludgeoning, piercing and slashing 
  from nonmagical weapons 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11  
  Languages understands Common but can't speak 
  Challenge 0 (10 XP) 
  Echolocation. The bat can't use its blindsight while deafened. 
  Keen Hearing. The bat has advantage on Wisdom (Perception) 
  checks that rely on hearing. 
  Sunlight Hypersensitivity. The bat is instantly destroyed if it 
  begins its turn in direct sunlight. 
  ACTIONS 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  1 piercing damage plus 1 necrotic damage. 
  Zombie Puppy 
  Tiny undead, neutral evil 
  Armor Class 8 
  Hit Points 2 (1d4) 
  Speed 30 ft. 
   
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities exhausted, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common 
  Challenge 0 (10 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 hit points, it 
  must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead. 
  ACTIONS 
  Bite. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 
  piercing damage. 
  STR 
  5 (-3) 
  DEX 
  15 (+2) 
  CON 
  14 (+2) 
  INT 
  14 (+2) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  11 (+0) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  STR 
  10 (+0) 
  DEX 
  15 (+2) 
  CON 
  10 (+0) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  4 (-3) 
  STR 
  4 (-3) 
  DEX 
  6 (-2) 
  CON 
  11 (+0) 
  INT 
  2 (-4) 
  WIS 
  6 (-2) 
  CHA 
  5 (-3) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Familiars - Pet Cemetery.pdf