# 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. ___ ___ > ## 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.
Art Credit: afistfulofdice  Creator: u/starbridge, u/RockGoliath