King Taijitu Two-headed serpents, of black and white, each with a crushing, venomous bite. The two work in tandem and strike at lightening speed, making them tricky opponents, but their run-of-the-mill defenses keep them from being egregious. A favorite move is for one half to constrict an opponent and squeeze the life out of them while the other attacks at its face.
Nevermore – Sizable ravens that can reach anywhere between a foot to three hundred feet in wingspan, with the oldest ones gaining the nickname of 'Umbra' for their tendency of blocking out the sun. Attacking from on high, they swoop down to slash with their claws or ram with their masks, or remain airborne and launch volleys of feather javelins to skewer those below them. While abnormally resilient to ranged attacks, Nevermores are susceptible to bladed weapons, since they lack virtually all armor. Naturally, the smallest Nevermores are considered below Kleins in terms of danger, while the largest can give many Riesens a run for their money.
Megaladeus – blood-seeking beasts that swim the oceans and even lakes of Remnant, lashing out with little regard to their own well being at any living thing clueless enough to immerse itself in the habitat of these Grimm sharks. Their cartilage bodies, loosely armored with bone plate, are hardly infallible, but these horrific fish seem to sustain themselves with their hatred and their hunger long after they should have died from their injuries.
Wendigo – mysterious solitary hunters. While not very rare, these beasts are adept at keeping hidden, despite being larger than horses. They stalk their prey, taking unorthodox routes a less agile Grimm could never dream of, all the while observing with keen eyes and a sharp but evil mind. Wendigo have a sort of healing factor, and those that hunters do encounter usually have scars and experiences from their previous encounters. Have scented blood, they are capable of stalking a target for days on end. When a target is too protected for a safe kill, they will attempt to keep the target from sleeping by shrieking and howling in the night. The Wendigo are an adapting enemy, and for that -not just their claws and scythelike tails- they may be the most dangerous Feind.
Sitting Bull – uncharacteristically self-oriented for creatures of Grimm, these bovine beasts spend much of their time out on grasslands, grazing in massive herds. Though usually content to ignore things around them, their tempers are easily triggered. Average strength and speed, as well as toughly-packed muscles that are hard to cut through, make them mediocre foes on their own, but they are almost always found in herds numbering in the hundreds. Their 'Earth Crumbler' stampedes of Sitting Bulls can level entire villages. Sometimes, a herd will be led by a matriarchal Minos Bull, which commands almost as much respect as a Riesen.
Salamander - Decently quick and well armored, the main weapons of these man-sized and up lizards are their strong jaws, their tails and claws, as well as their ability to spit a jet of liquid over long distances. They come in multiple varieties, distinguishable by their markings and subtle variations in build and armor scheme, each of which launch a different liquid, like noxious venom or a crushing jet of water. Another variety, which unlike others prefers drier biomes, can't swim, and has heavier armor and claws, can even project a spray of burning sticky oil.
Harpy - Roughly the size of humans, not counting variation due to age. Because they lack hands on their winged arms, flocks of these birdlike vaguely feminine humanoid Grimm will dive down on humans from above and claw at or choke them with their taloned feet, or if they are strong enough carry them away to drop them from height later. Their surprisingly beautiful trilling cries can sometimes alert a traveller to their presence, though there have been reports of people ignorant of their meaning following them, fascinated and trying to find their source.
Nightmare - Equine Grimm, herds of which roam grasslands, steppes, and other plains. Their strength lies in their numbers and their rock-hard hooves; individually, they are little more than less-durable, faster Sitting Bulls. Their famous 'Rolling Thunder' stampedes are difficult to stop and perilous to ignore. Nightmares are among the more passive Grimm, and under normal circumstances won't attack unless provoked. Trouble is, even if only one of them is harmed, an entire herd will retaliate.
Siren - amphibious Grimm that prefer to inhabit wet areas. Their sluggishness and lack of armor makes them easy to destroy in direct combat, but Sirens' true strength lies in subterfuge. Using their seven bellows and a hornlike hollow crest, they can make a huge variety of sounds, including both music and speech. Both, when made by a Siren, have a strangely hypnotic effect, and lure humans or animals in close enough for the Grimm to pierce them with its proboscis and drain them of their fluids. Sometimes, Sirens will appear during mass Grimm assaults, using their unique ability to control other Grimm and cause chaos among the enemy, effectively making them lieutenants among the creatures of Grimm.
Redcap – Grimm fliers bizarre by even the standards of monsters. Whereas most of these creatures bring to mind twisted, dark forms of existing wildlife on Remnant, Redcaps seem as if they flew straight from the fairy tales. While brutal strength lies in their arms and tail, their most vile ability is to drain blood from living things, which they then store in their guts. The more blood a Redcap has consumed, the 'fatter' it looks, and with this comes less mobility but greater size and strength. Their segmented limbs feature an exoskeleton that makes them surprisingly difficult to cut, though crushing works alright. When drunk with blood, Redcaps are also capable of spewing it back out at incredibly high pressure, and the resulting stream has the potential to cut as well. This blood, having rotted in the Redcap's gut, is often infectious. A drunk Redcap's weakness is the membrane in its belly.
Vermin God – the strongest Feind for a variety of reasons. While they may not have some of the powers of other Feinds, the strength of Deathstalkers or King Taijitus, or berserk modes like Megaladeus, they have tricks all their own. For one, Vermin Gods exhibit the 'leader' ability found in Baels and to a lesser degree Sirens. They are masters of agility and stealth, their claws and teeth are toxic, and their frightening speed is complemented by not-terrible strength. Almost never found without a colony is its smaller variety, the Scavengers. nearby.
Gashadokuro – bipedal, vaguely scarab-eque Grimm monsters. Standing at nine feet, they are tough nuts to crack, and can climb surfaces with ease. Most worrying is the yellow bile they produce, which has a highly corrosive effect on metal, concrete, and cloth, though organic tissue is not as affected. Despite these advantages, they are slow and brutish, seldom requiring anything more complicated than dodging and striking to take down.