b'Climbing Vine \n'b'  Medium   plant ,  unaligned  \n'b'  Armor Class  11 (natural armor)  Hit Points  13 (2d8 + 4)  Speed  10 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX:  7 (\xe2\x80\x932)  CON:  15 (+2)  INT:  1 (\xe2\x80\x935)  WIS:  7 (\xe2\x80\x932)  CHA:  1 (\xe2\x80\x935)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +3,  Stealth  +0  Damage Immunities  psychic  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  prone   Senses  blindsight 20 ft., passive  Perception  8  Languages  \xe2\x80\x94  Challenge  1/8 (25 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Digestive Dew . A creature that starts its turned  grappled  by the climbing vine takes 2 (1d4) acid damage. \n'b'  Flexible Form . A climbing vine can move through a space as narrow as 6 inches wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b'  Dewvine .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : The target is  grappled  (escape DC 11). The climbing vine has two attacking vines, each of which can grapple only one creature. \n'b'  Squeeze . The climbing vine squeezes creatures in its grasp. Each creature  grappled  by the climbing vine must succeed on a DC 11  Strength  saving throw or take 5 (2d4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Grasping Retaliation . When a creature hits the climbing vine with a  melee attack  while within 5 feet of the vine, the vine can make one Dewvine  attack  against it. \n'b'\n'b' ABOUT \n'b' A long, thin vine sprawls across the cliff face. Spindly fronds unfold from the main vine, covered in tiny, dew-tipped stalks.\xc2\xa0One frond lies curled around the half-digested remains of a bird.\xc2\xa0Climbing vines are a form of high-altitude plant life, adapted to living above the tree line where few nutrients are available.\xc2\xa0Clinging to rocky crags, they survive by feeding on whatever animals they can catch. Birds, lizards, insects, and even humanoids who get too close are grabbed by their dew-tipped feelers, crushed by their vines, and slowly digested. \n'b'  Ambush Plant . Slow, fragile, and functionally blind, a climbing vine is a foe that is easy to underestimate. Seen from afar, they are trivial to avoid or destroy. However, they tend to hide among less dangerous plants or squeeze into tiny gaps in the rock, nearly invisible from a distance but able to sense vibrations in the air and through the rock via specialized roots.\xc2\xa0Often, they are imperceptible until they strike, reaching out to grab some unfortunate creature and crush it into easily digestible paste. They are most vulnerable while feeding, when the corpse of their prey limits their options to hide and makes it clear that they are not a harmless plant. \n'b'  Cultivated Traps . While the climbing vines\xe2\x80\x99 natural environment is remote, hostile, and unlikely to be seen by most adventurers, they are far more plentiful as purposefully cultivated living traps. Intelligent monsters, isolated hermits, and particularly belligerent mages occasionally grow climbing vines as a self-maintaining security system. A climbing vine attached to a breach in a lair or little-traveled section of a fortress eats vermin and sneaky intruders, keeping the area relatively clean and providing a modicum of security. Though solitary in the wild, climbing vines live in large groups when cultivated.\xc2\xa0A single vine is little threat to all but the frailest intruder, but a cluster might entangle and devour a relatively hardy foe. They are also a suitably horrible way to dispose of witnesses, sacrifices, or unruly subordinates. \n'b'  Alchemically Valuable . Alchemists have an ever-present demand for climbing vines. Their dew is a potent acid commonly used as a reagent or for dilution into acid flasks. Their vines are strong for their size, and the fibers in the vines are used in a variety of strength potions.\xc2\xa0Some alchemists have specially prepared greenhouses where they maintain and harvest climbing vines, but stories of overrun greenhouses filled with man-eating plants and the remains of unfortunate apprentices lead most to buy what they need from adventurers.'