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Some things I used in my kobold game with a similar theme:
Players tracked kobolds to a library. The shelves held large tomes on them (over a foot tall, some books almost 24 inches), and it's dark inside. Some kobolds are hiding on the shelves, between books. Some are low to the ground, while others are a little above, getting higher ground to-hit bonuses. They have cover against attacks, and would scramble around on the shelves to hide, or surprise players elsewhere. Some would be atop the stacks with alchemical items to hurl down at them, and crossbows
Their leader was a kobold ninja, Namtab, with Vanishing Trick and the feat that grants kobolds gliding wings. The kobolds had set up a couple of traps in the shelves, while a few hid somewhere else in the room, waiting for the PCs to get into the aisles before flanking them.
When the tide turned against the kobolds, Namtab went to a window, spread his wings, and made his escape.
In this case, I had the kobolds using a trapmaker's sack, which the players ended up claiming as a reward (though they haven't used it much). It's a cool item in any case.
I liked a couple of kobold sorcerer's with the kobold-archetype/bloodline? Where they can set traps of their chosen element (acid, since they're blackscale). Lay a few of those down, then ambush the players.
Use tiny traps that are a nuisance in the midst of fights (thunderstone, blinding powder, trip line...).
I like kobolds lancers or archers mounted on giant geckos.
Similar to the first scenario, the players followed the kobolds to their lair, and discovered that the entryway's rock was very porous (lava rock), some of the holes large enough for kobolds to stand in without squeezing. Some of THOSE they dug out into a network of connecting, small, tunnels, which they used to get above, behind, or ahead of the PCs to harry them with crossbows.
For one of the major fights, I used a synthesist summoner kobold done up as a dragon. This was a serious boss fight for when the players got to level 3 or 4, so it's a bit higher than CR 2, but it was amazing.
• Pyripnon, Avatar of Rhindvuthak (the black dragon), Synthesist 6, CR 5
In draconic “Fall before the mighty Pyripnon, Avatar of Rhindvuthak!”
If anyone speaks in a language he knows, repeat in that language
When using acid breath “I melt you like great Rhindvuthak!”
When attacking near a pit “Watch step! Big fall for big ones.”
If hitting hard “Kobold no wimp! Kobold DRAGON! Kobold kill!”
“Look! Kobold fly! Kobold smash and bite!”
When hurt enough to go heal “You wait, Pyripnon back soon. Make better,”
Then “Dragon kobold back for soft ones!”
“Rarrrr! IRK! Pyripnon go now. Eat nasty ones later!”
Init: +7; Perception +10
Speed: 40 ft., Fly 40 ft. (good)
AC 21; 13 touch ; 18 flat-footed (+3 Dex, +6 NA, +2 shield)
Acid Resist 5
HP 33+46 temporary (e)
Fort +6, Refl +7, Will +7; Evasion; +2 vs. poison/paralysis; +4 morale vs. enchant
Melee: bite +9 (1d6+4) 10 ft. reach, 2 claws +8 (1d4+3), tail +3 (1d6+1) push 5 ft. w/ CMB
Draconic Breath: 30 ft. line of acid (2d6), Refl DC 18 for half
Str 16, Dex 16, Con 14, Int 14, Wis 11, Cha 13
BAB: +5; CMB +8; CMD 21
Feats: Improved Initiative, Draconic Aspect, Draconic Breath
Skills: Acrobatics +3 (+5 Balance), Know (Arcana) +10, Linguistics +10, Spellcraft +9, UMD +9, Stealth +11, Perception +10, Fly +13, Craft (Traps) +4, Profession (miner) +2
Fused Link (sacrifice HP to prevent damage to eidolon’s temp HP)
Devotion, Dragon-scaled (acid)
Spell-like abilities (CL 6): Maker’s Jump (Dimension Door 1/day); Summon Monster III 4/day
Spells (CL 6): 0 – Acid Splash, Daze, Detect Magic, Message, Read Magic, Resistance
1st – (5) Grease (Refl DC 12), Infernal Healing (1 round cast, 1 min., fast healing 1, can’t heal damage from silver or Good weapons/spells/effects), Magic Fang, Rejuvenate Eidolon, Lesser (1d10+5)
2nd – (3) Evolution Surge, Lesser (gain Trip on bite); Create Pit (Refl DC 13; 30 ft. deep, 160 ft. range, 7 rounds), Protection from Arrows (DR 10/magic vs. ranged, until 60 damage)
Languages: Common, Draconic, Dwarven, Giant, Gnome, Undercommon, Elven, Orc, Halfling
Fly checks: Fly half speed or make check; Hover 15, turn up to 45 degrees and spend 5 ft., ascend 45 degrees at half speed, descend at any angle at normal speed, turn more than 45 degrees and spend 5 ft. DC 15, turn 180 and spend 10 DC 20, fly up at more than 45 degrees DC 20; collision while flying DC 25 to remain airborne; if fail any check by 5+ fall to ground
1st – summon eidolon (before showing up)
2nd – Protection from Arrows (moderate abjuration)
3rd – Magic Fang (bite) (moderate transmutation)
4th – Fly to combat area
Once combat begins:
Always -- If at any time 3+ creatures are lined up for a breath attack, swoop down and blast
Always – Substitute HP damage for eidolon’s health at 1 HP for every 2 temp HP
Always – If eidolon goes below 20 HP, or real HP goes below 5 and eidolon has more than 15 HP damage, fly up out of range and cast Rejuvenate
On following round – if not hit that round, cast Infernal Healing; if hit, fly higher, and cast next turn
Always -- If spells are a problem, fly up and cast Resistance
1st – Charge down at a random creature and pounce while in the air still (if two creatures are near each other, bite farther creature, tail slap an adjacent creature away)
2nd – Fly up and Create Pit under anyone that looks/has been particularly troublesome
3rd – Fly-pounce at someone near pit and tail-slap them in
4th – Cast Grease on edge of pit or on weapon of anyone doing a lot of damage a round
5th – If not taking much damage, fly up, cast Evolution Surge
6th – Land and go toe-to-toe with anyone near edge of pit
If eidolon and caster are below 5 HP, and there’s more than 2 people still standing on the battlefield, use Dimension Door to flee.