Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Burrow. If a creature within range has 0 hit points, the hatchling can attempt to burrow into the creature. That creature must make a DC 10 Constitution saving throw. On a failed save, the creature takes 4 (1d6) piercing damage, and the arachin burrows inside their body. The creature dies in 1d4 rounds if the arachin is not removed (DC 10 Sleight Of Hand check by another creature within range).
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Description
Not a Good Fit. Sometimes an arachin egg hatches, but fails to integrate into its host. In these cases, the small hatchling must try and find a new host. It will devour what it can of the dead host body, then set out on its ungainly appendages: arachin rely heavily on the integration with their host, so these unprotected hatchlings are quite fragile.
Nasty Buggers. Despite being weak, arachin hatchlings are quite dangerous. They are highly venomous and aggressive as they search for a new host, and they aren’t picky
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