Armor Class
12
Natural
Hit Points
120
(13d12 + 20)
Speed
25 ft., Climb 40 ft.
STR
22
(+6)
DEX
14
(+2)
CON
16
(+3)
INT
4
(-3)
WIS
10
(+0)
CHA
4
(-3)
Saving Throws
STR +9, DEX +5, CON +6
Skills
Acrobatics +8, Athletics +7, Intimidation +9, Perception +4, Stealth +5, Survival +6
Damage Resistances
Bludgeoning, Piercing, and Slashing from attacks not made with Cold Iron Weapons, Necrotic
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
Blindsight 10, Darkvision 60ft, Passive Perception 14
Languages
Common Can understand common but cannot speak.
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
Traits
Grimm Detection. Grimm can sense negative emotions out of a range of 1 mile. Up to pinpoint accuracy within 60ft. A hidden humanoid within 60ft must make a DC 10 wisdom saving throw while in combat in order to avoid detection.
Siege Monster: The Beringel deals double damage to Objects and structures.
Actions
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 8) piercing damage causes bleeding.
Description
A tar like gorilla with bone plating with piercing red eyes.
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