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Creatures of Grimm
Enigmatic beasts that have antagonized humanity since their inception. With the power of Dust, humanity was able to fight back and contain the Grimm. Four Kingdoms now flourish, acting as a safety net for humanity. The Grimm continue to exist on the outskirts of the Kingdoms and thrive in the wilderness, a constant reminder that to travel outside the Kingdoms means risking life and limb.
- Animalistic Abomination: Creatures of darkness that take the form of various real and mythological creatures, yet are clearly in no way "living", without souls, and feed on negative emotions? The Grimm more than qualify.
- Dark Is Evil: The Grimm are predominantly black creatures and are manifestations of animosity.
- Elite Mook: Grimm that live long enough become noticeably different to the normal versions of their kind and are often given different names by Huntsmen to identify their status as elite versions of their kind. Examples include Alpha Beowolves and Ursai Major. Elite Grimm are stronger and tougher than the normal versions. They also exhibit greater intelligence and often have a slightly different physical appearance, such as more or less bone armour than standard for their type.
- Emotion Eater:
- It's a plot point that Grimm are drawn to negative emotions and congregate around sources of fear, hatred, sadness, and despair. Ozpin's Benevolent Conspiracy justifies secrecy because widespread fear would inflict Grimm attacks on cities; the villains use the same rationale to inflict widespread fear and panic to trigger Grimm attacks against population centers.
- Cinder uses the first three volumes to weaponize the Grimm by priming the city of Vale, and wider world, with negative emotions. In the first two volumes, her crime spree on Vale and alliance with the White Fang unsettles and frightens Vale, building up tensions. In the third volume, she manipulates the Tournament to manipulate the emotions of the global audience. Publicly framing Yang and Pyrrha as cheats who betray the Huntsman code of honor causes global condemnation, creating Grimm spikes all over the world that center on Vale. When they expose Penny and imply she's evidence of secret technological warfare by Atlas, both the Tournament arena and Vale suffers a full-blown assault by the Grimm.
- The White Fang, through their mere presence, draw large numbers of Grimm to Mountain Glenn, which they then draw toward Vale at the end of Volume 2 when their train attack breaches Vale's defences, allowing Grimm to flood the city.
- Ironwood brings his army to Vale for the Vytal Festival because he thinks it'll reassure the public. However, the army just makes the jumpy citizens more ill-at-ease, attracting even more Grimm to Vale's borders. When Cinder takes remote control of the robotic army, she is able to make it look like Vale is under attack by Atlas. Even after the Volume 3 assault is repelled, the citizens are left so confused and afraid by what happened - and why it happened - that the Grimm continue taking an interest in Vale.
- Volume 4 has two instances showing the Grimm converging on a village in response to fear and panic. In the first case, RNJR come across the remains of a town where bandits had raided, and the sole surviving Huntsman says that the Grimm came in huge numbers in response to the panic from the raid. Later on, in a flashback, Ren's village is shown initially being attacked by the Nuckelavee, and only after some time did other Grimm begin to enter the town and attack the people in response to the panic caused by its presence.
- Genius Bruiser: Truly old Grimm are gigantic, and more than that they learn from experience, so they're also the smartest.
- Glowing Eyes of Doom: When a Grimm is about to attack or becomes aggressive, it's common for their eyes to begin glowing.
- Improvised Weapon: Some Grimm don't have to rely on just their natural abilities. They can use the environment around them to enhance their threat level and fight tactically. In the Volume 4 short, Ruby faces Beowolves that fight by hurling rocks at her and a Beringel that fights by hurling nearby Beowolves at her.
- It Can Think:
- While smaller, younger Grimm are simple-minded, older and larger versions are smarter, coordinate their attacks, use battle tactics and improvised weapons, and can even command lesser Grimm.
- The Grimm Dragon coordinates with Cinder to hit the clock tower at the right moment to let her break free from Pyrrha's grip.
- The Beringel in the Volume 4 short uses other Grimm as projectiles, tossing Beowolves at Ruby, and another Beowulf uses an elevated position to hurl chunks of debris at Ruby.
- The Geist/Petra Gigas uses its environment as a weapon, assimilating nearby objects, and when its main body is destroyed, it runs away to fight again.
- The Nuckelavee collects battle trophies from its victims; it also adapts its tactics to counter enemy tactics, such as using its elastic arms and greater reach to prevent RNJR from simply maneuvering around it; when Team RNJR try to surround it, the arms twist around its body in a spiral, allowing it to spin like a corkscrew, attacking in multiple directions at once.
- Kraken and Leviathan: The Grimm can grow truly enormous with time and age. However, there are some extraordinary Grimm of unparalleled size that dwarf even the largest versions of the more common Grimm. The deep oceans of Remnant house such monsters that are rarely seen unless there is enough emotional negativity to bring them to the surface to attack humans. After the fall of Beacon, there is enough global negativity to start bringing these monsters to surface. In Volume 4, a serpentine Sea Feilong appears to fight the ship Blake and Sun are travelling on; even though the ship is a massive passenger liner, the Sea Feilong's much larger size stuns the ship's crew. However, Volume 6 sees a Leviathan being attracted to the city of Argus during a battle; the creature is so extremely large that it dwarfs everything else.
- Kill All Humans: Their primary motivation. They don't even seem interested in animals outside of territorial disputes. They also don't need to eat them for sustenance, they attack humans because they want to. On the other hand, as long as humans aren't around, or they're hidden and not filled with negative emotions, Grimm generally just wander in docile packs. It's only when they catch sight or scent of a human or pick up strong negative emotions that they become aggressive and attack population centers.
- Fast paced drums and even faster low brass notes, best heard in the end credits of "Search and Destroy" and "Forever Fall, pt. 2."
- In Volume 4, scenes focusing on the Grimm are often accompanied by a lone string cover of the beginning of "Lusus Naturae".
- Magical Eye Streamers: The glowing red eyes of the Grimm manifest glowing red streamers of power that stretch out from their eyes. It can be visible when they're stationary but is most clearly seen when they're in motion. It reflects the strange origin of the creatures and the divine origins of the unnatural way in which they're spawned into existence.
- Meaningful Name: The name for the creatures of Grimm may be a reference to the Brothers Grimm or Grimm's Fairy Tales, a famous classic collection of German fairy tales compiled by the brothers. "Grimm" is also German for fury, wrath, fierceness or grim, a fitting title for creatures whose sole desire is destruction.
- Mook: A young, common Grimm doesn't stand much of a chance against even student huntsmen and huntresses. Regular soldiers are easily able to down individual young Grimm. The danger, of course, comes from all the Grimm behind that one...
- No Body Left Behind: They evaporate a short while after death, making it harder to learn more about them. Trophies are simple recreations.
- Nothing Is Scarier: For quite awhile, very little was known about the Grimm, and in-universe humanity still knows very little about them; their origin, lack of Aura and how they exist were a mystery, among other things. Turns out, they are the God of Destruction's creation, spawned from the pools of black ooze within his domain - where Salem resides, who is also infused with said black ooze - with their entire purpose being to destroy all things of creation.
- Outside Context Magic: Certain Grimm breeds have shown some rather esoteric abilities. While some may be biological like the Nuckelavee's stretching or the Dragon's ability to spawn smaller Grimm, things like a Geist's possession, the Apathy's emotion will-draining screams, or the parasite's ability to steal aura are clearly supernatural. These actually wouldn't have been outside context originally, but since the gods revoked magic from humanity there's nothing quite like what they can do in all of Remnant.
- Red Eyes, Take Warning: The Grimm typically have red eyes, to go along with their shadowy, oversized appearances and evil nature. They also have pinkish red markings to go along with those glowing eyes.
- Roar Before Beating: The Grimm near-universally let out some kind of growl, roar, or shriek before attacking. Most Grimm are relatively young and act more on instinct than intelligence. More ancient Grimm are intelligent and patient and, when they fight, rarely let out the roar prior to attacking.
- Scars Are Forever: They can survive quite a bit of punishment, but their lack of an aura means that when they do they come away with some nasty scars.
- The Soulless: All living things possess a soul: plants, animals, and of course, the denizens of the world of Remnant. However, the monsters of Grimm lack a soul and an Aura, since they're incarnations of darkness. This extends even to Grimm that are bonded to humans, like Cinder's left arm, which is not shielded by her Aura.
- Spell My Name with an "S": In Ruby's notes and the credits, "Grimm" has a double m, though the official subtitles in the first episode used only one.
- Spikes of Villainy: Several variants have large, bone-like spines protruding from their bodies.
- Stronger with Age: Grimm bulk up the longer they live, and their faculties become more refined. As they get older, they become stronger, smarter, more calculating and much more patient.
- Superpowered Mooks: Some Grimm display abilities that make them far more dangerous than they would otherwise be.
- The Heartless: Grimm are attracted to human negativity. Sadness, envy, loneliness, hatred.
- The Usual Adversaries: The Grimm are everywhere, serving as an omnipresent threat no matter where one goes.
- White Mask of Doom: It's unclear as yet if their faces really do have masks, but they certainly have this aesthetic. Either way, Pyrrha refers to them as "manifestations of anonymity."
- Zerg Rush: The general strategy of the Grimm. While even novice huntsmen can cleave through packs of younger Grimm with ease, the sheer number of Grimm means that they will eventually overwhelm a defender if they prolong the assault. They launch continuous, relentless attacks, with each subsequent attack being worse and worse as the negative emotions caused by the previous attacks attract more Grimm to the area.
There are unique Grimm that look nothing like the more common Grimm that are normally encountered. Such unusual Grimm have their own quirks and abilities that make fighting them a different kind of experience.
Debut: RWBY (2015), Chapter 10 *
A Grimm that looks like a giant skull with multiple tentacles sprouting from it. In RWBY (2015), it initially appears when Roman is investigating Mountain Glenn.
- Attack Its Weak Point: Much like the Geist's mask, its body is the weak point of the gestalt Grimm it creates. Attacking the 'core' at the center of the merged Taijitus is how teams RWBY and JNPR manage to weaken and defeat the monster.
- Combat Tentacles: Its main form of attack is to use its myriad of tentacles.
- Dem Bones: Its main body looks like a giant horned skull.
- Demonic Possession: According to Weiss, it's a possession-type Grimm similar to the one possessing the Knight's armor in the White Trailer (later revealed by in the show's Volume 4 DVD commentary to be a Geist variant), in which case it does this to other Grimm as opposed to inanimate objects.
- Extra Eyes: It has six eyes peeking from the "skull" it has.
- Fusion Dance: It is capable of forcing itself and four King Taijitu to combine into one giant hydra-like Grimm.
A Grimm that combines elements of both human and equine creatures. It destroyed the village of Kuroyuri during Ren's childhood, and still roams the wilds around the town's remains. Based off the demon of the same name in Orcadian mythology.
- An Arm and a Leg: When Team RNJR defeat the Nuckelavee, Ren uses his father's knife to sever its limbs, one by one. For each cut, Ren states it's for someone: his father, his mother, every person the Nuckelavee has ever killed, and finally himself. This puts to bed Ren's revenge arc, as the Nuckelavee was the creature that destroyed his home and killed his parents when Ren was only a small child.
- Annoying Arrows: Li Ren fired three arrows at it at short range, but the creature doesn't even slow down its advance.
- Arc Villain: The Nuckelavee is the overarching antagonist of the RNJR part of Volume 4, with its presence foreshadowed throughout the volume in destroyed villages across Anima, and it's mere existence and memory of its attack deeply affecting Ren and Nora. The last quarter of the volume features the monster itself quite prominently, and it serves as the final antagonist in the last episode of the volume.
- Battle Trophy: It collects weapons and banners from towns it's destroyed. Ren and Nora find a torn banner from Shion Village, as well as an arrow that looks like one of Li Ren's.
- Creepily Long Arms: Despite its height, the arms of its humanoid torso are long enough to drag along the ground.
- Creepy Long Fingers: There are two, extremely long and thin fingers on each hand, the length of which seem even longer than the length of the hooves.
- Exorcist Head: An entire exorcist spine, its humanoid body can rotate completely around at any point in its spine.
- Footprints of Muck: Its unique hoof prints, appear in the mud of every village it has destroyed. When Nora and Ren find its lair, they see another hoof print in in the stone floor, formed from a strange black ichor that is splattered across the walls and floor like blood. The creature itself does not appear until the last few episodes of Volume 4.
- Foreshadowing: A giant hoof print starts appearing from early in Volume 4. The first sighting is outside the destroyed village of Shion, where Ren and Nora recognise it immediately. At Oniyuri, a town that was abandoned before it ever finished construction, Ren mentions the tale of Oniyuri and how its end came about as the result of a single Grimm, describing it as "not just any one". When Ruby and Jaune approach the long-destroyed town of Kuroyuri, the same hoof print is in the mud as the one seen at Shion. During the flashbacks that reveal the fate of Kuroyuri years ago, the Nuckelavee is only partially seen, but its scream is heard as it attacks, a scream that is also heard in the present day when Ren and Nora realise it's attacking Kuroyuri again.
- Hellish Horse: The creature looks in silhouette like a rider and a horse, but is a fusion of the two to create a single being. The creature has the typical colour scheme of the Grimm: black hide, white hooves and glowing red eyes. The horse form only has two hind hooves. The front two legs end in something more foot-like. The creature is capable of letting rip a very loud, unnatural scream. Looking closely also reveals that it has no skin; the black covering is muscle.
- Hell Is That Noise: Its roars are painful at close range and traumatizing to anyone who's encountered it before. More frightening: according to the DVD commentary, it's actually saying "die."
- Horns of Villainy: The part of the creature that looks like a rider is skeletal and vaguely humanoid in appearance. However, out of its head rise two long, thin horns. The creature is associated with destruction, having been the cause of at least three villages being attacked.
- Human Pincushion: The humanoid body has a number of weapons protruding from its back. Its lair is littered with various weapons it's pulled out of its hide as evident by the black "blood" splattering the walls.
- It Can Think:
- Unlike other Grimm, the Nuckelavee collects trophies from places that it attacks, including weapons from enemies it's killed and banners from towns like Shione. When Team RNJR start applying tactics against it, it shows the ability to adapt to the tactics and counter them. When the team encircle it and keep moving around it, it begins to spin its body, causing its elongated arms to smack the team flying and end that strategy.
- It's also implied to be intelligent enough that it can choose to attack humans without being prompted by negative emotions, such as its assault on Kuroyuri, or to attack a target that is vulnerable but not yet suffering panic or fear in sufficient amounts that Grimm would begin massing against it, such as Shion. When it first encounter RNJR, the Nuckelavee's first target wasn't any of the active team members who could see it and were unnerved by its presence, but instead the barely-conscious and badly-wounded Qrow.
- It can apparently even border on speech according to the director's commentary. When it screams, it is in fact trying to yell "die."
- Kinetic Clicking: Used for horror rather than action. The joints of its humanoid body, specifically the fingers and spine, all make unnerving cracking noises with every movement.
- Limp and Livid: The humanoid torso almost never stays upright. When not fighting it'll often lay limp against the equine body. During combat, it often just hangs wherever the momentum of its arm attacks left it. Combined with its jittery movements, the upper half acts like a thing possessed.
- Make Me Wanna Shout: When it opens its mouth far enough to snap the webbing between its jaws its cries are loud enough to cause those nearby pain.
- Nightmare Face: Its upper face sports glowing eyes, a bone mask that looks almost mournful, and curving horns. Its lower face is pitch black, with a mouth that looks like the jaw formed without an opening and subsequently ripped one open in its semiliquid flesh.
- Off with His Head!: Ren decapitates its humanoid body, ultimately killing it.
- One-Man Army: This thing is responsible for singlehandedly destroying many villages across Anima, killed countless well-armed opponents (going by the remains of weapons left in its lair) and was dangerous enough that the Mistal patrols never got near its hunting range. In the end, it took an entire team of Huntsmen like RNJR working together to actually destroy the creature for good, and Ren and Nora were nearly killed during the fight.
- Rubber Man: Its humanoid arms can stretch to strike targets seemingly out of range.
- Signature Roar: Not even other Grimm have produced a scream quite like this high-pitched, double-toned shriek. It's so loud that it carries to the mountain cave where Ren and Nora are standing and the many miles to where Ruby and Jaune are staying in Kuroyuri.
- Turns Red: After Team RNJR does enough damage to it during their fight, the spikes on its back extend, its horns grow even longer, and it rips the webbing connecting its jaws as it lets out a violent screech. From that point onward, the Grimm's attacks become even more aggressive.
- Two Beings, One Body: The Nuckelavee looks like a horse and rider, but is really a single body, with the humanoid portion rising out of the centre of the back where a rider's saddle would lie. The creature is made up of two entities: the "Horse" and the "Imp". While both can be active at any time, one can become dormant and the other can become much stronger, so when the Horse part is moving around the Imp portion goes limp, and when the Horse slows or stops, the Imp can stretch its arms and strike much faster. As both minds share the same goal of destruction and slaughter, there's no conflict between them. However, both heads have to be destroyed to kill it as destroying the "Horse" only immobilizes the "Imp".
Debut: Beginning of the End*
A miniature beetle-shaped being that bears the red eyes and black-and-white marks of the Monsters of Grimm. It appears to be summoned using a special glove, and Cinder uses to steal Amber's powers, it being responsible for the actual power transfer.
- Four-Legged Insect: The parasite takes on the form of a beetle, including a white carapace that mimics the hardened wing-cases of real beetles. However, it only has four legs instead of six.
- Mark of the Beast: When it powers up the person using it, it creates a black tattoo-like mark on the skin of the person it has empowered. Cinder has a tattoo on her back in the shape of two shoes that create the shape of a heart. That tattoo was created from nothing when the parasite merged with her body after stealing Amber's powers.
- Power Parasite: The smallest Grimm-type creature so far seen, it is capable of spewing a black substance onto a person and using that to drain the victim's powers. Breaking the threads linking it to the victim stops the power transfer, but still left the victim comatose in the only case seen. It does not retain the transferred power for itself, but transfers the power to the person wearing the glove it appears to partially manifest out from.
Debut: Battle of Beacon*
A massive draconic Grimm living in the peak of a mountain outside of Vale. When the Grimm invade Vale in Volume Three, the chaos and negative emotion awakens it, and it breaks free to attack the Kingdom.
- Dragons Are Demonic: The dragon variant of the Grimm. Its mere arrival is enough to worry an experienced and powerful huntress like Glynda, and it is capable of summoning other kinds of Grimm.
- Enemy Summoner: The Dragon drops black ooze all over the ground from which multiple new Grimm appear. The sketch notes during the end credits reveal that the Dragon is using a form of "Grimm Summoning"; it calls Grimm rather than making them.
- Extra Eyes: The Dragon has six eyes total, three in a row on either side of its head. When Cinder speaks to the Dragon in Ozpin's office, all of the Grimm's eyes move to look at her.
- Giant Flyer: The clock tower of Beacon Academy dominates the Kingdom of Vale's skyline. However, the Dragon is so large that, when perched on the side of the tower, it becomes the single dominating figure of the skyline. When its wings are stretched out in full flight, it can drop black ooze across large areas of the city to bring forth an army of smaller Grimm.
- More Teeth than the Osmond Family: It's loaded with teeth in a mouth that extends down its neck.
- Our Dragons Are Different: It's a huge, wyvern-shaped Dragon, with the black body, white mask and red eyes of all Grimm. However, it sheds and breathes black ooze that summons multiple Grimm wherever the ooze lands.
- Sealed Evil in a Can: It was sleeping inside a mountain until an excessive quantity of negative emotion from the local human population awakened it it. When Ruby's latent powers awaken, she accidentally leaves it frozen to Beacon Tower, but it still continues to summon new Grimm to Beacon.
- Taken for Granite: When Ruby unleashes her Silver Eyes for the first time as a result of Traumatic Superpower Awakening, a flash of light engulfs the entire scene, with the Wyvern and Cinder being firsthand witnesses to the Silver Eyes. In the aftermath of the Battle of Beacon, the Wyvern can be seen from a distance, still perched atop the relay tower and attracting new Grimm despite being frozen in place. Subsequent volumes unravel the truth behind the myth of the Silver Eyes, showing that larger Grimm can get encased in stone but not completely petrified depending on the user's proficiency with the eyes' power.
Some Grimm are not created naturally, as much as the word can apply to creatures like them, but created through the meddling of mankind.
Debut: White Trailer
During the White Trailer, Weiss fights a giant, heavily-armoured mediaeval knight. The fight is the origin of the scar she carries over her left eye and also the White Knight that she can summon with her Semblance to protect her.
The first manga, RWBY (2015), reveals that this is in fact a special kind of Grimm that was created specifically for the purpose of testing Weiss's ability to prove to her father that she was capable of attending Beacon Academy. A number of small of Grimm were fused together that were capable of possessing inanimate objects. It's the only known type of Grimm to be created by humans.
The Volume 4 director's commentary confirms that the Armour Gigas is canon, and that it is a Geist variant.
- Animated Armor: RWBY (2015) reveals that a replica was made of a suit of armor from the Schnee Museum. It is three times stronger than the original and has nobody inside it. It is instead possessed by a group of small Grimm that are a variant of Geist known as Armor Gigas. The Armor Gigas animate the suit and create the threat that Weiss has to fight.
- BFS: The Armor Gigas is many times the size of Weiss and its sword is proportional to its size. The weapon is so huge in comparison to Weiss that even the width of the blade is half her height. The handle alone is taller than she is.
- Demonic Possession: Although the suit of armour was an effective opponent against Weiss, the Grimm possessing it only has one real power: the ability to possess inanimate objects.
- Fusion Dance: The Armor Gigas was created by the Schnee Dust Company by forcibly combining multiple Grimm and then using it to animate the giant suit armour.
- No Body Left Behind: When Grimm are destroyed, they dissolve into black smoke before disappearing. When Weiss destroys the Armor Gigas, it dissolves away into white snowflakes instead of black smoke.
- No-Sell: Weiss is able to use her skill and Semblance to hit the Armor Gigas frequently, but nothing she does leaves any kind of mark on the creature. She has to use Dust to defeat it.
A subset of Grimm featured in the video game RWBY: Grimm Eclipse. They are more powerful than the standard versions, but the mystery is where they coming from and what's behind their existence.
This video is considered to be canon.
- Action Bomb: Mutated Creeps have the ability to explode violently to deal damage. They will also do it when killed.
- Attack Its Weak Point: The Mutated Deathstalker is only vulnerable to Team RWBY's weapons on its stinger.
- Elite Mooks: They are much more powerful than standard Grimm. A normal Mutated Beowolf is even stronger than an Alpha Beowolf.
- Phlebotinum Muncher: They are attracted to a mysterious blue substance, which is also implied to be part of the serum that creates them.
- Playing with Syringes: They were created by injecting Grimm with a serum.
- Sickly Green Glow: The main difference between regular Grimm and them is the addition of glowing green spikes across their bodies.
Classes of Grimm
A wide variety of Grimm exist, but many of them can be grouped into classes that identify the appearance, behaviours and abilities of all Grimm that fall into that grouping.
Debut: Alone in the Woods*
Zombie-esque Grimm that infest the waterways beneath Brunswick Farms. Though slow and not very strong, they possess the unique ability to drain those around them of their will to live.
- Arc Words: The entire storyline of the farmstead revolves around the phrase "I'm tired". The Apathy inflict a loss of energy on their victims, so that the victims lose the will to live. Affected people repeatedly complain "I'm tired" which acts as a clue to the presence and influence of these Grimm. Yang and Weiss mention it several times. When Ruby is briefly underneath the influence, she complains she's tired, and the diaries of the head of Brunswick Farms repeats the comment many times. His diaries finally end on the phrase "I'm tired", signifying the destruction of the farmstead.
- Creepily Long Arms: The Apathy Grimm are vaguely humanoid beings that are much taller than any adult human. Their arms are so long that they reach almost to the ground, making them at least as long as an adult human.
- The Horde: The Apathy living underneath the farm are described as a 'pack' but the size of the pack is impossible to determine. Everywhere Team RWBY runs in the tunnels, there are groups of Apathy to be found. Even when Ruby wipes out a basement full of them, still more pour into the room from the tunnels beyond. Weiss ends up setting the building on fire just to give them all a chance to escape the farm.
- Humanoid Abomination: Most of the Grimm are based on real or mythic animals, but the Apathy are humanoid in shape, so thin and sinewy that they appear skeletal. Their white mask covers their face and looks like a human skull. Their bodies are capable of twisting in inhuman ways, and they twitch with bone-cricking tics when they straighten up, just like the Nuckelavee and the God of Darkness.
- Immune to Bullets: When Ruby attempts to shoot the Apathy with her weapon's gun mode, she doesn't achieve anything. The Apathy don't fall, aren't destroyed, and keep moving forward as if Ruby did nothing at all. The team has no choice but to turn tail and run for their lives.
- Implacable Man: Once the Apathy catch sight of Ruby they chase her and the rest of the team relentlessly. Neither shots from Crescent Rose nor being set on fire due much to slow them down. No matter what happens to them, they simply keep moving forward at a slow walk of unchanging speed. The only thing that defeats them is Ruby's silver eyes, and even then there are so many that she only kills a single room of them. The rest just keep attacking.
- Lean and Mean: The Apathy are humanoid and taller than any human. However, they're so thin they're barely more than skeletal, and even that skeletal appearance results in limbs that look stretched impossibly thin. They are implacable in their hunting of humans. Weapons don't harm them, being set on fire doesn't slow them down, and their presence in the tunnels was enough to kill an entire community of farmers through apathy.
- Make Me Wanna Shout: The Apathy use a piercing screaming attack that drains the will to fight or struggle from anyone who hears it. Those afflicted cannot even raise their weapons to resist, and repeated screams can reduce the victims to lying helplessly on the ground, unwilling to even move.
- Meaningful Name: The Apathy aren't strong or fierce like other creatures of Grimm. They move slowly while moaning instead of the roars of other Grimm, making them appear apathetic in their hunt. They can also inflict apathy and lethargy on their victims, making them easy prey for the otherwise weak and slow creatures.
- Nigh Invulnerable: The Apathy Grimm are lean and sinewy, but they can take a lot of punishment. Bullets fired at them do nothing, and being lit on fire merely slows them down. The only thing that works on them is Ruby's Silver Eyes. Her first use merely stuns them. Her full use only takes out the Grimm that are in the same room as them. Even with the Silver Eyes, the group is forced to flee the farmstead from the sill-oncoming hordes of Apathy.
- Ominous Walk: They never move any faster than a slow, lurching walk. Even though people can technically outrun them, the Apathy are everywhere in the tunnels. A single scream from the Apathy can stop people in their tracks and multiple screams can force people to collapse, their will to resist drained. As a result, the Apathy don't need to move swiftly. Their victims cannot outrun them for long.
- Our Zombies Are Different: The Apathy Grimm are partially inspired by zombies. They move with a slow, lurching gait, and they have the appearance of an emaciated, skeletal humanoid. The white bones manifest like the skeletal frame of a humanoid, including ribs and skull. They also function as a group, moving together at a stead pace to overwhelm with numbers any living human they catch.
- Run or Die: When Ruby tries to stand her ground and shoot the on-coming Apathy, they don't react to the bullets at all. They don't fall, they don't slow down, they just keep moving. After that, Team RWBY doesn't even try to fight them, they just flee. The mere presence of the Apathy in the tunnels is enough to drain the will to live out of the group, and hearing their screams causes people to collapse, unwilling to even move. When trapped in the wine cellar by them, their focus is on trying to blast through the locked doors and escape instead of fighting. When they finally get through the door, Weiss sets fire to the Apathy at the entrance of the wine cellar and the entire house, just to give them a chance to get out of the farm alive.
- Stone Wall: The Apathy Grimm species is not particularly fast or strong, which is what made Bartleby think he could trap a pair of them underneath the farm to control the emotions of the farmers so as to prevent other Grimm species being attracted to negative emotions on the farmstead. However, they're so tough that they can shrug off Dust-powered bullets and keep moving even when set on fire. With their ability to drain the will to move or even live from people, they don't need speed or strength to overcome their victims.
Debut: Red Trailer
Jet black werewolf-like Grimm. They fight Ruby in the Red trailer. In the Red Trailer, the Beowolves appeared as black wolf shadows with red teeth, because Monty was working on the trailer by himself. Patrick Rodriguez, one of the concept artists and character designers for the series, later redesigned the Beowolves (see the picture to the right) making them look more fitting for a creature of Grimm.
- Art Evolution: Beowolves have been redesigned twice. They appear as black wolves with red eyes and teeth in the Red Trailer. In volumes 1-3 they are given spiky protrusions and a mask over their face. Volume 4 redesigned their heads to give them an even more intimidating appearance.
- Composite Character: In the manga's full color page reenacting the Red trailer, Beowolves are shown with their series proper design, but with blood red teeth like the trailer versions'.
- Dark Is Evil: In their first appearance they are completely black skinned, seemingly made of shadows.
- Elite Mook: While most Beowolves are about six feet tall, there exist much bigger, stronger variants known as "Alphas", which take a fair bit more effort to bring down. General Ironwood takes one out during the Battle of Beacon, using his physical might to wrestle the creature into the perfect position to kill it with a single bullet; the battle is not designed to make the Alpha look easy to kill but to hint that the general's body has been cybernetically enhanced.
- Gorn: Subverted, as when Ruby was goring them in the trailer, rose petals spurted out instead of blood.
- Half the Man He Used to Be: Lots of them in the Red trailer, courtesy of Ruby and Crescent Rose.
- Mooks: Word of God compares them to slimes, and it shows: Despite their intimidating appearance, they're much weaker and slower than typical werewolves, so Ruby has an easier time taking them out. In episode 6, she clearly considers them as such; she complains to Weiss after the latter's decision to retreat because of the fire she accidentally started:Ruby: What was that!? That should've been easy!
- Our Werewolves Are Different: They're humanoid wolves, but their level of sapience is unknown as of yet.
- Punny Name: Their name comes from Beowulf.
- Savage Wolves: They do nothing but terrorize humans, being Grimm.
- Skeletons in the Coat Closet: The older and stronger Beowolves have more skeletal protrusions compared to their younger kin, including what look like exposed ribs.
Debut: Volume 4 Character Short
A large gorilla-like Grimm first seen fighting Ruby in the Volume 4 Character Short. At the end of Volume 6, a group of new winged variants of Beringel were created by Salem to aid in her war against Ozpin.
- Boom, Headshot!: After Ruby pins the Beringel to the ground with her scythe, she finishes it off with a single shot to its head.
- Boss in Mook's Clothing: Proves to be a physical match for Ruby, taking her on one-on-one in a fight that lasts several minutes and forces her to improvise new tactics to win. For a Grimm—and a normal sized one at that—this is a very impressive performance.
- Fastball Special: It throws Beowolves as projectiles, catching Ruby entirely by surprise in the process.
- Impaled with Extreme Prejudice: The first of Ruby's attacks to actually damage it was being impaled through the chest by Crescent Rose.
- Killer Gorilla: It's a massive gorilla-like Grimm. It's stronger than the Grimm that appear in Volumes 1-3 and is noticably intelligent, using human-style tactics in its battle with Ruby, such as launching other Grimm at her that can attack her and act as a decoy for it to get closer.
- Mix-and-Match Critters: At the end of Volume 6, Salem creates a new variant of Beringel by growing Nevermore-like wings on their backs, giving them the ability to fly.
- No-Sell: Ruby's first strike doesn't even make it flinch. Neither do the rest for that matter.
- Scars Are Forever: A large scar covers half of its face, a large chunk of its neck and shoulder, and one eye. This indicates it has survived some fights in the past, and may explain why it is so much more powerful than many of the other Grimm.
Debut: RWBY: After the Fall *
Blind Worms are enormous segmented worms that are first introduced in the canonical light novel, RWBY: After the Fall. They have one eye and are regarded as the deadliest Grimm in Vacuo.
- Bloody Murder: Although Grimm lack true blood, the Blind Worm's body is filled with a substance that will spurt out like blood when the creature is cut open. That substance acts as a powerful corrosive acid against anything that comes into contact with it.
- Healing Factor: Unlike the majority of real worm species, the Blind Worm can regenerate two separate worms if it's cut in half.
- Non-Indicative Name: Despite its name, it does have one, seemingly functional, eye. Coco speculates that the name comes from the darkness experienced by the people it swallows whole.
- Sand Worm: The Blind Worm is a threat that comes from below the sand. It's an enormous, burrowing worm that only rises from the sand to attack its prey.
- Swallowed Whole: The Blind Worm tends to deal with its victims by swallowing them whole. When Coco is swallowed, she survives mostly unharmed because Velvet cuts open the Grimm.
- Wormsign: While it's burrowing, a Blind Worm stirs up the ground above it in a way that can be mistaken for a sandstorm.
Debut: The Badge and the Burden*
Wild boar-like Grimm. It made its action-packed debut in Episode 10.
- Attack Its Weak Point: It has no armor on its belly.
- Full-Boar Action: Wouldn't be quite as Grimm without the tusks.
- Ramming Always Works: It's only real attack is to charge a target and try and gore them with its tusks, sometimes by rolling into a ball.
- Rolling Attack: One of its techniques, and one is seen taking out a few SDC robot soldiers this way.
Debut: No Brakes*
A bestial Grimm with a very little neck and a stunted snout. It has two limbs that act as legs and end in large claws and also possesses a long tail. It has no direct animal counterpart.
- Armless Biped: Subverted Trope. These creatures look like they run on two massive legs, upon which they run quite fast. They have a tail and appear to have no arms or wings. However, the 'legs' are actually their arms; it's therefore legs that they lack.
- Mook: During the brief Grimm invasion in Volume 2, Team RWBY have no problem dealing with Creeps, defeating them easily as they move on to more dangerous threats. In Grimm Eclipse, they're the weakest of all the Grimm enemies. Even their extra durable version are of minimal threat.
- Tail Slap: The Creeps are able to fight by swinging their tails to club their enemies.
- Tunnel King: Creeps are shown in the video game Grimm Eclipse to quickly tunnel underground and pop up elsewhere.
Debut: The Emerald Forest Pt. 2*
Giant scorpion Grimm. One first appears in Episode 7, fighting Team JNPR in Episode 8.
- Alluring Anglerfish: When travelling through a dark cave, Jaune and Pyrrha are drawn to something glowing in the darkness. Jaune hopes its the relics they're searching for, but it turns out to be the Death Stalker's tail stinger.
- Beware My Stinger Tail: The Death Stalker is a giant scorpion, and its large, flexible tail carries a huge, bulbous stinger that can glow in the dark. Team JNPR's first fight with a Death Stalker initially goes very badly for them as they're barely able to damage it. When Ren manages to damage the stinger, however, the stinger turns out to be powerful enough to kill the Death Stalker with a single strike.
- Big Creepy-Crawlies: The largest known scorpion species in real life can reach 23cm in length and 56g in weight. The Death Stalker is so large it dwarfs adult humans, covers the ground as fast as a running human, and requires team-work to defeat.
- Can't You Read the Sign?: The cave where the Death Stalker emerges from has old cave paintings of people attacking the monster with sticks and spears. This could signify that the monster had been in the cave since the original war with the Grimm and warning people to stay away, especially since the original cave entrance was clearly blocked up by boulders to make it a much smaller, man-sized entrance.
- Darkness = Death: When searching for Ozpin's relics, Jaune and Pyrrha find an interesting cave with ancient human art around the entrance. They enter in the hope of finding the relics inside, but discover it's so dark that even a makeshift torch barely lights the way. They stumble around until they encounter something glowing softly in the darkness. Thinking it's the relics, Jaune moves closer... only to discover it's the monstrously-sized stinger of a Death Stalker.
- Go for the Eye: Team JNPR's first fight with a Death Stalker initially goes quite badly, with the armoured monster being able to ignore most of the damage the kids try to cause. As a result, Pyrrha throws her spear into the Death Stalker's eye. The spear sticks, but the Death Stalker barely slows down.
- Immune to Bullets: Or at least extremely resistant to them. Sustained fire from Pyrrha's rifle and Ren's pistols don't manage to make it so much as flinch, though the team has more luck once they resort to physical blows.
- Meaningful Name: It's a monstrously-sized, heavily armoured scorpion that can run as fast as an adult human and kill with a single strike of its stinger. Its name comes from the real-life scorpion species, Leiurus quinquestriatus, known in English as the "Deathstalker". With a powerful cocktail of multiple different types of toxin that are highly resistant to antivenom treatment, the deathstalker is the deadliest scorpion species known to man.
- Scary Scorpions: It's a monstrous scorpion the size of a small hill. It can run as fast as a human, and is very well-armoured. Its extremely lethal stinger alone is almost the same length as a grown man, and once it starts pursuing a human, it doesn't stop until it's caught its prey or died trying.
- The Worf Effect: When Teams RWBY and JNPR are in their first day of their first year at Beacon, they find it extremely difficult to do any damage to the creature. Only Nora's grenades have any effect on it until Ren manages to damage its stinger and Team JNPR then use both teamwork and the stinger to defeat it. However, Team CFVY are older and more experienced students, who are in an higher year group. In the team's first on-screen fight, Coco single-handedly makes very short work of a Death Stalker just by firing her mini-gun at it.
Debut: RWBY: After the Fall *
A camel-like Grimm that is found in the deserts of Vacuo. It is first introduced in the canonical light novel, RWBY: After the Fall.
- Super Spit: Their spit is toxic, and they use it as a weapon.
Debut: The Next Step*
A frail, ghost-like Grimm with the ability to possess inanimate objects. One fights against Team RNJR in "The Next Step", where it took on the form of a large, stone golem-like creature, named "Petra Gigas".
- Assimilation Backfire: Subverted; when it replaces the rocks that composed its right arm with a tree, Ruby thinks she's found the key to defeating it and fires a shot that ignites the tree. All that achieves is to give the Geist a flaming arm attack.
- Attack Its Weak Point: The only vulnerable part of its body is its head. The rest of its limbs are expendable and it can easily replace them in seconds with anything nearby.
- Demonic Possession: It specializes in bonding its limbs to objects in its environment, including rocks and trees, and using them as weapons and body parts.
- Meaningful Name: The name refers to the spirit of a being, and this Grimm is a creature that inhabits something like a spirit taking possession of the object.
- Monster Suit: A variant. The external appearance is actually the foe, but the true being is still much weaker and contained within.
- No-Sell: In its Petra Gigas form, its immune to cutting and shooting attacks. The only things that can hurt it are brute force strikes to dismantle its limbs or attacks to the face.
- One-Hit-Point Wonder: Once its body has been destroyed and the Geist itself emerges, a single shot can kill it.
- Shockwave Stomp: Does a punch-based version in its Petra Gigas form, sending the entirety of Team RNJR flying despite being a considerable distance away.
- Tactical Withdrawal: While most Grimm keep attacking no matter what, the Geist retreats when the battle turns against it because its actual body is extremely vulnerable.
- Wrestler in All of Us: When it chases Ruby off of a cliffside, the Petra Gigas tries to crush her on the way down with a flying elbow drop.
Debut: Search and Destroy*
Huge elephant-like Grimm, first seen in Volume 2, Episode 9.
- Death Glare: Eerily, one of them noticed Ruby and Oobleck, stopped moving, and simply stared at them for an entire minute. It was not a pretty sight.
- Dire Beast: They appear to be enormous elephants that dwarf everything around them. The trees they pass by don't even match their leg height, and the creators confirm that they are 200 feet tall. By comparison, the largest real life elephant ever recorded was only 13 feet tall; quite a size discrepancy with this behemoth of a Grimm.
- Immune to Bullets: Oobleck states that Crescent Rose's bullets would only agitate them. In a flashback in After the Fall, even Coco's semblance-enhanced bullets don't even phase one.
- Stronger with Age: Grimm grow stronger and more intelligent as they age, and while we've never seen a Goliath in a fight, even Oobleck (a veteran huntsman) thinks fighting them would be a bad idea, attesting to their power.
Debut: Battle of Beacon*
Winged Grimm that first appear in Volume Three, attacking the Coliseum.
- Extra Eyes: Like the Nevermore, they each have four eyes.
- Mighty Roar: They signal their appearances with these. Unlike the Nevermores, which make loud, high screeching sounds, the Griffons' cries are deep, rasping roars.
- Our Gryphons Are Different: They have all the characteristics of the classical griffin, starting with the body, back limbs and tail of a lion, and the front legs, beak and wings of a bird of prey. They appear to hunt in packs that are dangerous enough to make Oobleck and Port order the students to retreat while they take over the fight. The Griffons also display more size variability than other Grimm, ranging from ten to thirty feet within the span of two episodes.
Debut: RWBY: After the Fall *
A dangerous hybrid Grimm that is found in the deserts of Vacuo. It is first introduced in the light novel, RWBY: After the Fall.
- Fearsome Critters of American Folklore: The Jackalope Grimm comes directly from the American folkloric creature of the same name.
- Hair-Raising Hare: The Jackalope has the features of a hare, but it's larger than a person.
- Mix-and-Match Critters: This Grimm is part antelope and part jackrabbit, although the rabbit features are downplayed compared to most versions of the creature.
Debut: The Emerald Forest Pt. 1*
Giant snake Grimm premiering in Episode 6 in the Emerald Forest.
- Dire Beast: This Grimm is 15x the size of the largest known snake (anacondas are rumored to be able to reach up to thirty feet in length but are narrow in width and unable to "stand up").
- Fake Ultimate Mook: The King Taijitu leading the Grimm horde seen in episodes 11 and 12 of Volume 2 is the single biggest specimen the teams have fought, surpassing even the Nevermores in sheer size. Keep in mind, this was one of the Mountain Glenn Grimm, and its larger size indicates longer life and greater intelligence. Nora hits it on the head once, it collapses, and no more is said about it. Even the first one was defeated by Ren alone compared to the Death Stalker and Nevermore, which required teamwork to take down.
- Go for the Eye: In the Emerald Forest, Ren managed to pluck the fangs off the black head and stab one through its eye.
- A Head at Each End: A King Taijitu is a single large snake with two heads, one white and one black. Qrow even uses this as a metaphor when Ruby and Yang point out that it was thanks to them that Torchwick was caught: he says that they've cut off the head of a King Taijitu, but that the other head is still operating from the shadows.
- Meaningful Name: A Taijitu is the proper word for what, in English, is referred to as the Yin-Yang symbol, which in modern times is usually black and white. This creature is a snake with two heads at either end, instead of a head and tail. One head black and the other head is white. At the centre of the creature, the colours merge and pass each other in a diamond pattern.
Debut: Dread in the Air*
- Bee Afraid: When airships pass through the floating islands of Lake Matsu, they run the risk of being spotted by Lancers. When Lancers target a ship, they group together into a swarm and chase the ship through the air until they get close enough to use their stingers as grappling guns to hook onto, and reel in, the ship they're targeting. Once latched onto the hull, their mandibles can cut through metal with ease. Their swarm attacks are so effective that even airships that have an Huntsman on board aren't guaranteed to survive.
- Flechette Storm: The Queen Lancer can fire multiple stingers from the sides of her body as well as from her head simultaneously. They hit their target like machine gun rounds.
- Giant Flyer: Lancers are giant hornet-like Grimm, approximately the size of a person. They have a predominantly black body, with white plating on the head and dorsally and the legs carry white spurs. Red markings adorn the face, the eyes are red and the two pairs of wings are red, transparent and black-veined. They can use their stingers like grappling guns. The Queen Lancer dwarfs the swarm, being the size of a cargo ship.
- Grappling-Hook Pistol: The Lancers' stingers are connected to their bodies with long natural cables. They can fire their stingers at a target and hook onto them. The force of the strike is powerful enough to allow the stingers to pierce airship hulls, giving them a good grip from which to catch and tear part the vessel with their mandibles.
- King Mook: The Queen Lancer dwarfs ordinary Lancers in size and is far faster, stronger and tougher. The Lancers can be defeated through a combination of very risky flying and multiple Dust attacks from Weiss's rapier countering their sheer numbers and multiple attack angles. However, when Weiss throws several large crates of Dust at a Queen Lancer, every single one of them strikes and simultaneously combusts in a massive explosion. It doesn't even scratch the Queen, and barely slows her down. It takes multiple strikes from Weiss's Knight to finally finish it off.
- Wicked Wasps: Lancers are huge hornet Grimm that are the size of a small cargo ship. They live among the floating islands of the Lake Matsu in Anima and attack any air ships that attempt to travel through their airspace. They have the ability to use their stingers like grappling guns, hooking onto ships and reeling them in where they use their powerful mandibles to chew their way through the ship's hull. A small swarm of Lancers can be enough to overwhelm even airships that have Huntsmen on board. Queen Lancers, however, act alone; they're mammoth creatures, easily dwarfing cargo ships and have the ability to fire darts that burst out of the each side of their bodies on top of being able to use their mandibles and tail stingers. A Queen Lancer is so tough she can easily survive being hit an explosion caused by multiple crates of Dust igniting at the same time.
Debut: Seeing Red*
- Breath Weapon: The Leviathan is able to release a stream of fire from its mouth. The sheer power of the attack enables it to make very short work of the military-grade shields that Atlas uses to protect the city of Argus from attack. When the power is in use, the fire coming from inside the beast can be seen through the gill slits in its neck.
- Immune to Bullets: The Atlesian base scrambles all of its fighter planes to deal with the Grimm threat, but even when the planes score direct hits with their missiles, the explosions just bounce off the skin and bone mask, leaving the Leviathan entirely uninjured.
- Kraken and Leviathan: The Leviathan draws its namesake and size from the biblical Leviathan, making it the largest species of Grimm encountered as of Volume 6. It possesses characteristics found in amphibian and aquatic creatures such as two rows of gills, webbed hands and a dorsal fin, along with a fish-like tail and a cranial structure resembling a crocodile's. It also displays surprising mobility while swimming underwater, but for most of its appearance it slowly walks towards the city of Argus, shrugging off most of its defenses.
- Mighty Glacier: Although it's implied that the Leviathan can move fast under the water, above the water is another matter. To fight the humans, it surfaces and walks on its hind-legs. Its movements are slow, steady and implacable. It gives no indication that it can move fast and, when the fighter planes circle its head firing missiles, it simply snaps its huge muzzle at them every so often. Although it shows no signs of being able to dodge anything, it doesn't need to: everything the military throws at it bounces off its hide and leaves it uninjured.
- Taken for Granite: When the Atlesian military struggle to fight the Leviathan, the heroes struggle to come up with any plan other than sending Ruby out to try and petrify it with her silver eyes. Although she succeeds in petrifying it, it immediately starts to break free of the stone, revealing that it's only encased rather than having been fully transformed. Cordovin manages to finish off the Grimm before it can fully break free of the stone.
Debut: Argus Limited*
- Airborne Mooks: During their attack on the train, they act as fodder for the much tougher Sphinx, falling quickly whenever even inexperienced Huntsmen manage to score a direct hit on them.
- Beware My Stinger Tail: Their tails end in scorpion-like stingers which they can use to attack opponents with, just like a scorpion.
- Breath Weapon: They can shoot fireballs from their mouths for long-ranged combat.
- Giant Flyer: Although they are smaller than the Sphinx that leads them, they are still massive creatures that would easily outcompete an elephant in size. They dwarf the humans and Faunus that fight them. Despite their size, they are very good flyers; to avoid ranged attacks, they are able to manoeuvre easily and perform acrobatic feats in mid-flight such as body rolls without slowing down.
- Our Manticores Are Spinier: The classic manticore had the face of a human, body of a lion and a venomous tail that was either barbed like a porcupine or ended in a stinger like a scorpion. While Manticore Grimm do have a scorpion tail and a mammalian body with four taloned paws, they also possess feathered wings. Their heads are bestial, almost dog-like, with large horns curving out of the foreheads like cattle. Instead of a mane, they posses a ruff of bone spikes that frame their heads like a drawn depiction of the rays of the sun.
Debut: Players and Pieces*
Avian Grimm. Debuted in Episode 8, when Team RWBY fight a giant version of it.
- Arc Villain: One giant Nevermore functions as the Over Arching Villain of the team RWBY and JNPR's recruitment test in the Emerald forest, it is a duel Final Boss along with a Deathstalker.
- Circling Vultures: They circle towns under attack, though they're fully capable of flying down and joining the slaughter themselves.
- Feather Flechettes: It fires its (huge) feathers for an attack, at one point pinning Ruby's cape to the ground.
- Feed It a Bomb: Yang inflicts this on the Nevermore, with blasts of her gauntlet. All it does is cause it to crash into the cliff and get back up soon after. It's actually All According to Plan, as Weiss gets an opportunity to freeze its tail and pin it to the cliff.
- Foreshadowing: When the students are thrown into the Emerald Forest on their first day at Beacon Academy, bird motifs begin cropping up. As Ruby shoots through the air towards the forest, she accidentally kills a crow during her descent that she reacts to as if it's an ordinary bird. When she fights with Weiss and chops down a tree in frustration, a feather longer than the tree is tall floats to the ground along with it. Ruby and Weiss eventually make it to the ruined temple the headmaster ordered them to find by flying on a Giant Nevermore and jumping to the ground. The monstrous bird then becomes Team RWBY's first opponent where they fight as a team.
- Freeze-Frame Bonus: The tiny bird Ruby crashes into is actually a "shadow person" version of a Nevermore.
- Giant Flyer: The older Grimm get, the larger they become. The Giant Nevermore is so huge in size, one flight feather alone is longer than a tree and the size of its beak alone dwarfs a grown human. It continues to fly like a normal raven, but is so tough that it can swallow bullets shot at point-blank range without injury.
- Kidnapping Bird of Prey: One of them is seen carrying off Roy of Team BRNZ during "Battle of Beacon".
- Meaningful Name: Its name is a reference to the Catchphrase of the raven from the poem of the same name by Edgar Allan Poe.
- Off with His Head!: Two of these suffer a decapitation on-screen.
- The first giant Nevermore seen in "Players and Pieces" gets pinned down by Team RWBY's combined effort, before getting dragged up the cliff by the neck courtesy of Ruby's scythe. It then loses its head as soon as Ruby reaches the summit.
- The giant Nevermore attacking the stadium in "Battle for Beacon" is repeatedly pummeled by the concerted efforts of teams JNPR, ABRN, FNKI, SSSN and CFVY; its head is severed by a combination of Yatsuhashi and Sage's cleavers.
Debut: RWBY: After the Fall *
Ravagers are huged flying Grimm with bat-like wings that are first introduced in the canonical light novel, RWBY: After the Fall. They replace Nevermores in the deserts of Vacuo.
Debut: Of Runaways and Stowaways*
A sea-dragon Grimm that prowls the waters of Remnant. Blake and Sun encounter it on a boat to Blake's home on Menagerie.
- Attack Its Weakpoint: Its wings are the only part that are vulnerable to human-sized weapons. The rest of it shrugs off any attack that isn't coming directly from the ship itself.
- Breath Weapon: It is capable of shooting a yellow beam from its mouth, seemingly made of electricity.
- Dragons Are Demonic: It's one of the largest and most dangerous Grimm seen on the show. Unusually for this trope, its serpentine design draws more inspiration from an Eastern dragon than a Western one.
- Flight: The sea dragon initially crests the waves as a serpentine creature with a dorsal fin. However, the fin parts to allow bat-style wings to unfurl from inside its back giving it strong, swift flight.
- Half the Man He Used to Be: When it's finally pinned between the ship and some rocks, the gun's main cannon is able to blast the top half of the dragon's body clean off the rest of it with a point-blank shot.
- Impaled with Extreme Prejudice: The ship captain has Blake and Sun lure it so he can ram the bow of the ship into its body. While that doesn't kill it, it does leave it pinned and unable to dodge the point-blank cannon shot that does so.
- Lightning Bruiser: Don't let its size and initial slowness fool you. This thing is so horrifyingly fast it can dodge an entire ship length of guns without getting scratched. It's also so tough, it can withstand the cannon fire from an armed ship and tear through solid stone while flying at full speed.
- Our Dragons Are Different: In contrast to the Grimm Dragon, which was based off a wyvern, this one has an appearance based off Eastern dragons, notably featuring a long serpentine body and whiskers commonly associated with such dragons.
- Sea Monster: It's a giant sea serpent that lives below the waves (or occasionally flies above them). The ferry captain notes that such a massive Grimm has never been sighted before.
- Shock and Awe: It creates a yellow blast of crackling energy in its mouth which it uses as a blast attack.
Debut: Of Runaways and Stowaways*
A jellyfish-like Grimm that Salem seems to use to communicate with other Grimm forces, such as the ones occupying Beacon.
- Combat Tentacles: The Seer's tentacles are tipped with sharp spear-like blades and it can use them to grapple and hold or lift people. If Salem is communicating with a person who displeases her, she can instruct the Seer at the other end to lasso them with its flail-like tentacles. A Seer can strangle a person if they wrap a tentacle around a person's neck.
- Crystal Ball: Salem can communicate with her subordinates over vast distances by using Seers as crystal balls. The spherical head of the Seer clears like a parting mist to allow Salem and her subordinate to see each other as well as talk. Watts is fascinated by the creatures and, when taps the head of one, the chinking noise makes it sound like he's tapping glass.
- Mission Control: Salem orders one to strengthen the Grimm presence at Beacon, and it leaves the room to carry out that order. She also has Seers strategically placed to allow her agents in the field the ability to communicate with her across vast distances. It means Salem's forces don't need to rely on the broken CCT for cross-continental communication the way everyone else does.
- Power Floats: Seers exist in a floating state, levitating gently through the air as they move. When they come to rest, they remain hovering in the air, tentacles rippling slightly, just like a jellyfish floating in an ocean current. They can rest on solid surfaces as necessary; when Salem communicates with Watts and her Haven informant, her Seer rests on the table in front of her.
- Power Glows: A red pulsating light dimly glows at the core of its spherical head. When two Seers are used for long-range communication, the light swirls like a mist and swelling apart to reveal the faces and locations of the people at either end.
- Villain Override: While they can function on their own, Salem is able to directly take control of a Seer, allowing her to manipulate its tentacles to threaten or attack others remotely.
Debut: Argus Limtied*
A large, winged Grimm that travels with a pack of Manticores and appears to command them. It has the ability to produce fireballs from the mouth and possesses a second head on its tail. One attacks a train that is travelling to Argus along with a pack of Manticores.
- Breath Weapon: They can spit fireballs from their main head.
- Flunky Boss: The one that attacks the train that is travelling to Argus brings along a number of Manticores that it directs in combat. The Manticores are dispatched long before the Sphinx is, and the Sphinx requires team-work involving five huntsmen to take down.
- Giant Flyer: The Sphinx is so large that the (relatively) tiny snake head at the tip of its tail is still almost as long as an adult man is tall. It towers over any humans standing next to them, and the wing span dwarfs the length of the train carriage it lands on.
- A Head at Each End: A Sphinx's tail ends in a serpentine head and the Sphinx itself can clearly be seen to react to threats noticed by the tail.
Debut: The Emerald Forest Pt. 1*
Bear-like Grimm first appearing in the Emerald Forest in Episode 6. It is later revealed that there are larger Ursai in the world, and a large one, the Ursa Major, was seen living in the Forever Fall forest.
- Art Evolution: Like the Beowolves, the Ursai heads were redesigned in Volume 5 to appear more intimidating.
- Bears Are Bad News: Very big, very burly, and very mean.
- Beary Funny: The only Grimm to get any role other than "Snarling Monster".
- Dire Beast: Ursa Major, the bigger kind of Ursa.
- Elite Mooks: The Ursa Major is much larger and stronger than normal Ursai and are covered in much more bone armour. They are much harder to kill than normal.
- Meaningful Name: "Ursa" is Latin for "bear", but the name choice may be closer to "Ursa Major and Minor", alternate names of the Big Dipper and Little Dipper. It may even be appropriate to call the smaller ones "Ursa Minor" as well.
- Off with His Head!: Jaune managed to lop the head off one in Forever Fall.
- Spell My Name with an "S": The official spelling of the plural form of Ursa in the show is U-R-S-A-I.
- Spikes of Villainy: The Ursa Major in Forever Fall has large spikes protruding from its back, implying they grow them as they get bigger. It also has many bony plates on its back and limbs.
- Sweet Tooth: That big Ursa certainly seemed to have been attracted to Cardin after he'd been pasted with sweet sauce.
Debut: RWBY: After the Fall *
Huge, three-headed, giraffe-like Grimm that are first introduced in the canonical light novel, RWBY: After the Fall.
- Overly Long Tongue: Like real giraffes, they have long, prehensile tongues. Unlike real giraffes, they can use them to grab and lift entire people.