Goblin Horde

Huge swarm of small humanoids (goblinoid), neutral evil

Armor Class (15 leather armor, shield)

(15 leather armor, shield) Hit Points 63 (18d6)

63 (18d6) Speed 30ft.

STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6

Stealth +6 Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses darkvision 60ft., passive Perception 13

darkvision 60ft., passive Perception 13 Languages Common, Goblin

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.

Multiple Targets. There are nine goblins in this swarm. As soon as you kill one, another replaces it. The swarm shrugs off any damage higher than 7 that comes from an attack that can only affect one target. For each 7hp that are lost, reduce the number of goblins in the swarm by one.

Stick Together. The swarm is vulnerable to any spells that have an area of effect.

Actions

Overrun. The horde swarms over a creature entirely within it's space. The creature must make a DC 14 Strength check or take a d8 slashing damage for every goblin in the swarm, taking half as much on a success. On a failed save the creature is grappled and restrained.

Volley. The goblins let loose a volley of arrows at one target. A creature must make a DC 14 Dexterity check or take a d8 piercing damage for every goblin in the swarm, taking half as much on a success. Range (80/320) The target has advantage on checks at long range.