Grimm Sense: The Creatures of Grimm are attracted to strong negative emotions. If a creature is within 60ft of a Grimm, it can attempt to locate the creature by doing a Grimm Sense. The target creature(s) must make a Will save (Will save is a combination of your Con, Int, Wis and Cha modifier divided by 4 and plus your proficiency bonus.) If the Creature(s) fail the Will save, any Grimm within 60ft automatically know their location and attempt to reach the creature.
Innate Spellcasting. The Beringel's spellcasting ability is Wisdom (spell save DC 13). The Beringel can innately cast the following spells, requiring no material components:
1/day each: entangle, phantasmal force
2/day each: disguise self, invisibility (self only)
Reckless. At the start of its turn, the Beringel can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The Beringel makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Description
The Beringel is a large Grimm creature that mimics the shape of a gorilla. While a very similar to the Barlgura, the Beringel seems to be the Grimm offshoot and is seen to mimic or Grimm like behavior.
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