Crow sends his bat into the air to find the entrance unless one is obvious, otherwise he just sends it into the graveyard to scout and report. ....Crow the casts the light cantrip on a stone and tosses it to the tree line, illuminating the shadows.
[ +- ] Light Cantrip
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
[ +- ] Bat Familiar
Armor Class 12
Hit Points 1 (1d4 - 1) (Currently +20 for Inspiring Leader Feat)
Speed 5 ft., fly 30 ft.
STR
2 (-4)
DEX
15 (+2)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
Senses Blindsight 60 ft., Passive Perception 11
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.