Climber. Climbing is a natural movement mode for a xenomorph warrior. 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 warrior'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.
Pack Attack. Xenomorph warriors work well in groups. Any victim who starts its turn adjacent to three or more dog xenos gains the Fatigued condition.
Pounce. A xenomorph warrior can pounce on a target up to 20 feet away; on a successful hit, the xeno does 3d6+3 piercing damage and the victim is knocked prone.