Spider Climb. The Archne can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Fell Aura. Fear radiates from the arachne in a 5 ft radius. When a creature starts its turn or enters the 5 foot area, it must make a DC 12 Wisdom saving throw. On a failure, it is frightened and the arachne regains 5 (1d6 + 2) hit points. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the arachne's aura for the next 24 hours.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (d8 + 4) piercing damage and the target must make a DC 14 Constitution saving throw or take 14 (4d6) necrotic damage.
Web. Ranged Weapon Attack: +6 to hit, range 30/80 ft., one creature. Hit: The target is restrained by webbing and while restrained takes 1 necrotic damage at the beginning of their turn. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
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