Climber. Climbing is a natural movement mode for a Xenomorph. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. The creature can move on walls and ceilings normally.
Acid Blood. Any injury which penetrates the xenomorph’s hide causes a splash of acid blood, which does 1d6 damage to anybody within 5-feet of the creature. Additionally, the blood itself, should it come into contact with other materials, is able to eat through metal, doing 5d6 acid damage per round.
Tail Swipe. The xenomorph can perform a tail swipe with its barbed tail. This affects a 10-ft cone, and knocks targets prone.
Poison. A xenomorph’s attack renders the target Poisoned. A victim reduced to zero HEALTH is not killed, but is dragged off and cocooned in a membrane of salvia and resin, to be used as an incubator for Facehuggers.
Death from on High. Xenomorphs are adept at stealth (8d6), and often combine that with their natural climbing ability to drop down on unaware victims. This attack gains +1d6 damage and knocks the target prone.