Kobold, 1st-Level Warrior (CR 1/4)

Small Humanoid (Reptilian)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2
Languages: Draconic


AC: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Hit Dice: 1d8 (4 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/×3, sling 1d3-1
Special Attacks/Actions: -
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Special Qualities: light sensitivity
Feats: Alertness
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)
Treasure: Standard

Source: Web

Combat

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.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills:Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Reptilian Subtype

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.