Lizard said:
Yeah, I can see the kobolds in a room full of Whirly Spiky Bits, nimbly dodging them while their opponents get skewered...
Yeah, exactly! And sticking a spear in you while you're trying to disable the damn thing...
In 4e traps are meant to be encounter-duration traps, which replace a monster and can be disabled during combat (like killing a monster). In other words, these guys are designed to be
inside the danger zone of their own traps, making life harder for you.
lukelightning said:
Yeah, kobolds are sneaky and all, but when did they become friggin' ninja combat beasts? 27 hit points? There better be some sword fodder kobolds along with this one!
He has Mob Attack even though he's a skirmisher. It's likely that all kobolds are "minion-like", in that they benefit from having lots of other kobolds around, but this guy is still a Lv 1 Skirmisher and therefore should be able to stand up to a single PC for a while. This guy is probably going to be at his best with a squad of minion-type kobolds with him (who WOULD be the "one hit kills" type with 5 or 6 HP).
I don't think we know for sure if minions are 2 per slot or 4 per slot. 2 seems a little small, but 4 might lead to an unweildy number of fielded monsters, each of whom is pretty wimpy and uninteresting... 2/slot would probably be more appropriate as far as making each one weak but not TOO weak.
Oh, and notice that we can finally (!) prove for sure that ability score bonuses are exactly what they always were, and all the other statblocks just had a +HD/2 bonus applied. This guy's HD bonus is 0 and so it doesn't adjust his ability scores, and he has 10 and 11 showing +0, 16 showing +3, and 6 showing a -2.
I'll do my "tol'ja so dance" now.
