Large Construct, Chaotic Evil
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
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.  

Habitat: ForestHillSwamp

Arknightwolf

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