# Strength in Numbers
There are fewer things more troublesome and annoying then a goblin. One is bad enough. A pack of them is a major irritant to any adventurer. Loud, obnoxious, and always seeking out ways to cause mischief, a goblin swarm can be very dangerous to deal with.
**Strength in Numbers.** A swarm of goblins together has a great strength of will. By herding together, they combine their strength to be a true nuisance. Together, they show a combined resistance to magic and effects that are normally sufficient for dealing with a lone goblin.
> ##### Power behind the Curtain
>
> Goblins are selfish in nature, much more preferring to glorify themselves individually then the group as a whole. When goblins work together in number, there's always a greater power that is driving them to cooperate.
>
> Odds are that the little fools are nothing more than cannon fodder in the scheme of a greater evil. A goblin swarm is a sure sign that someone more intelligent and/or stronger is around and pulling the strings.
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> ## Swarm of Goblins
>*Large swarm of Small humanoids (goblinoid), neutral evil*
> ___
> - **Armor Class** 15
> - **Hit Points** 72 (16d6 + 16)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|15 (+2)|12 (+1)|10 (+0)|7 (-2)|8 (-1)|
>___
> - **Damage Resistances** bludgeoning, piercing, slashing
> - **Skills** +2 Athletics
> - **Condition Immunities** charmed, frightened, paralyzed, petrified, prone, restrained, stunned
> - **Senses** darkvision 60ft, passive perception 9
> - **Languages** Common, Goblin
> - **Challenge** 5 (1800 XP)
> ___
> ***Swarm.*** The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Small goblin. The swarm can't regain hit points or
gain temporary hit points.
> ***Surround!*** On each of its turns the swarm of goblins can use its bonus action to surround a creature in the swarm's space. When a creature that has been surrounded tries to move, it must succeed on a Strength (Athletics) check contested by the swarm's Strength (Athletics) check or a Dexterity (Acrobatics) check contested by the swarm's Dexterity (Acrobatics) check. On a failure, the creature can't move until the start of its next turn.
> ### Actions
> ***Multiattack.*** The swarm piles onto a creature and then makes three scimitar attacks. Alternatively, the swarm can make a pile on attack.
> ***Scimitar.*** *Melee Weapon Attack:* +5 to hit, reach 0ft., one target in the swarm's space. *Hit* 16 (4d6 + 2) slashing damage or 9 (2d6 + 2) slashing damage if the swarm has half of its hit points or fewer.
> ***Pile on!*** Every creature in the swarm's space must make a DC 13 Strength saving throw or take 28 (8d6) bludgeoning damage or 14 (4d6) bludgeoning damage if the swarm has half of its hit points or fewer. On a success, a creature takes half damage.