Kobold (CR 1/4)
Small Humanoid (Reptilian)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2
AC: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Hit Dice: 1d8 (2 hp)
Fort +2, Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Spear +1 melee or sling +3 ranged
Full Attack: Spear +1 melee or sling +3 ranged
Damage: Spear 1d6-1/x3; sling 1d3
Special Attacks/Actions: -
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Special Qualities: light sensitivity
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, and Spot +2
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Gang (4-9), band (10-100 plus 10% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 dire weasels)
Kobolds like to attack with overwhelming odds (at least two to one) or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them.
Light Sensitivity (Ex): Kobolds suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds receive a +2 racial bonus to Craft (trap making), Profession (mining), and Search checks.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.