The Netherim
The Netherim are a group of demonic creatures that appear in Torchlight II. They are invaders from another plane or dimension who enter the world as a result of the Ember corruption spread by the Alchemist: they show a wide variety of forms and tend to have strange power and alien features like tentacles, insectoid limbs and needle-like teeth, but all of them have purple blood.
The Netherlings
One of countless and chaotic instances of the netherim, netherlings are also the most numerous. Birthed from corrupting heinous tumors, these small toothy and always hungry beasts seek and devour all manifestations of arcane energy.
Netherim Pustule
Medium aberration, unaligned
- Armor Class 6 (Natural Armor)
- Hit Points 29 (2d8 + 20)
- Speed 0ft.
STR DEX CON INT WIS CHA 1 (-5) 2 (-4) 16 (+3) 1 (-5) 14 (+2) 1 (-5)
- Condition Immunities poisoned, charmed, frightened, prone
- Senses passive Perception 8, Blindsight 30ft. (Blind Beyond This Radius)
- Damage Resistances Poison
- Damage Vulnerabilities Fire, radiant, slashing
- Languages None
- Challenge 0 (5 XP)
Soft Flesh. Melee attacks against the netherim pustule are made at advantage.
Netherim Regeneration. The pustule regains 10 hit points at the start of its turn. If the pustule takes fire or radiant damage, this trait doesn't function at the start of the pustule's next turn.
Actions
Pop. The pustule dies, dropping out 4 netherling larvae in the closest unoccupied spaces around it.
Netherling Larva
Tiny aberration, unaligned
- Armor Class 10
- Hit Points 6 (1d4 + 4)
- Speed 10ft.
STR DEX CON INT WIS CHA 4 (-3) 3 (-4) 8 (-1) 1 (-5) 4 (-3) 1 (-5)
- Condition Immunities poisoned, charmed, prone, frightened
- Senses passive Perception 8, Blindsight 10ft. (Blind Beyond This Radius)
- Damage Resistances Poison
- Damage Vulnerabilities Fire
- Languages None
- Challenge 0 (1 XP)
Thin body. All ranged attacks against the netherling larva are made at disadvantage.
Burrow. As a bonus action, the larva can partially burrow itself into loose ground. It gains half cover from all directions, and its speed is reduced to 0. This effect lasts until the larvae uses a bonus action to unburrow.
Swarm. Larvae that come out from the same netherim pustule share one initiative roll.
Actions
Metamorphosis. As an action, the larva can begin to transform into its adult form. It becomes incapacitated until the metamorphosis is over. If it is still alive at the start of its next turn, the larva transforms into a netherling, assuming the statistics and hit points of the new form.
Netherling
Tiny aberration, chaotic evil
- Armor Class 11
- Hit Points 10 (1d6 + 7)
- Speed 20ft.
STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 12 (+1) -1 (-5) 7 (-2) 1 (-5)
- Condition Immunities Charmed, poisoned, frightened
- Damage Resistances Poison
- Damage Vulnerabilities Fire
- Senses darkvision 60 ft., passive Perception 8
- Languages None
- Challenge 1/4 (50 XP)
Pack Tactics. The netherling has advantage on an attack roll against a creature if at least one of the netherling's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sense Magic. The netherling always senses the presence of magic within 60ft. radius of it. It can use its bonus action to see a faint aura around any visible creature or object in the area that is magical, or possesses a magical ability or spellcasting feature. The netherling can sense magic in this way even if it's blinded. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Magic Stealer. Whenever the netherling hits a creature with a melee attack, the target of the attack must make a DC 10 Constitution saving throw. On a failed save, the target cannot cast spells other than cantrips until the start of its next turn.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 7 (2d8 - 2) piercing damage.