As I'm a giant nerd, I decided to do a simple math out of the goblin gate fight. Everyone is using basic attacks.

A Goblin is, on average this:

+3 to hit (Prof is +2, Mod (Dex/Str) is +1).
Damage is, without abilities, 1d6+1 (Mod being the +1).
Against my parties average AC of 14, they need to roll 11 to hit. Though with height, it can be as low as 7 to hit.
So they have 45% chance to hit, with up to 65% to hit. But for the sake of simplicity, I left it at 45%.

The Klaw is :
+5 to hit (Prof is +2, Mod (Str) is +3)
Damage from bite is 4d4+3!
Against the AC of 14, they need to roll 9 to hit.
They won't get any height mod, so they have a 55% chance hit rate.

The fight has 5 Goblins, 2 Klaws (I know one is weaker here, but I'm condensing the information)

The damage range of the goblins are 2-7, the damage range for the Klaws is 7-19. Max theoretical damage is 73, my party has 88hp.

I pasted 45 results, on average there was 25 unsaved damage per turn, meaning at worst case, I can last for 3.5 turns.

The PC's are tricky to ascertain, as they aren't set up like mobs, so the damage can spike wildly, but the enemy party had 124hp.

There is backup that comes in the fight, but the battle is set up overwhelmingly in the enemies favour, and I had to do a lot of LoS breaking and hit and run tactics, and just had great luck that the big Klaw missed all of it's attacks. There are other things the goblins can do to boost their damage, but we'd be here all day.