Gargantuan swarm of Small humanoids, Chaotic Evil
Armor Class 15
Hit Points 72 (16d6 + 16)
Speed 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
7 (-2)
CHA
8 (-1)
Skills Athletics +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60', Passive Perception 9
Languages Goblin Goblin
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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. The swarm has vulnerability against any area of effect damage inflicted upon it.. 

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 it's hit points or fewer.

Pile on!  (Recharge 5-6) 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.

Description

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.

GabeM

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