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: -
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/Possessions: Standard
Source:
Monster Manual
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold's scaly skin ranges from dark rusty brown to a rusty black color. It has two small light-colored horns on doglike head, glowing red eyes, and a non-prehensile tail like that of a rat. Kobolds wear ragged clothing, favoring red and orange, and speak Draconic with voices that sound like yapping dogs. They eat plants or animals but are not averse to eating intelligent beings.
They spend most of their time fortifying the land around their lairs with traps and warning devices (such as spiked pits, tripwires attached to crossbows, and other mechanical contraptions).
Kobolds hate almost every other sort of humanoid or fey, especially gnomes and sprites.
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. 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.
Kobold Society
Kobolds live in dark places: underground locations and overgrown forests. They are good miners and often live in the mines they're developing. A kobold tribe comprises up to ten clans, which form war parties that patrol within a ten-mile radius from their lair, attacking any intelligent creatures that enter their territory They usually kill prisoners for food but occasionally sell some of them as slaves. Their nasty habits and distrust of most other beings mean that they have many enemies.
A kobold lair has one noncombatant child and one egg per ten adults.
The patron deity of the kobolds is Kurtulmak, who despises all living creatures except kobolds.
Kobold Characters
A kobold's favored class is sorcerer; most kobold leaders are sorcerers. Kobold clerics are fairly rare and usually found only with very large tribes; adepts are more common. Kobold clerics worship Kurtulmak and can choose any two of the following domains: Evil, Law, Luck, and Trickery.