That works.
Oh, and behold, 4th Ed Kobolds:
Minions die in one hit, but if you do the math, 8 minions, a shield, and a slinger are going to 400 xp total, and a reasonable challenge for 4 first level heroes. So you can build challenges fairly quickly. It can be a bit of a chore to figure it out for 3.5, but luckily, d20srd.org has an encounter calculator which I found to be a godsend.
Basically they have rules for swarms of mooks now - they always do a flat damage when they hit, and they always die in one hit, and they give a pittance of xp. So you can just use them en masse and have a small army of the bastards in addition to what's meant to be the real challenge. Every turn the party hits a mook is one more turn the real threat gets to act.
In the mean time they also have solo monsters which are designated to be a severe challenge on their own - we already knew beholders and dragons were meant to be the tabletop equivalent of big boss fights, but they have apparently have a much wider range of these solo monsters now.
Oh, and behold, 4th Ed Kobolds:
Kobold Wyrmpriest; Level 3 Artillery (Leader)
Small Natural Humanoid; XP 150
Initiative: +4 ; Senses: Perception+4, darkvision
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense
Speed 6
m Spear (standard; at-will) Weapon
+7 vs. AC; 1d8 damage
a Energy Orb (standard; at will) + see text
Range 10; 16 vs. Reflex; 1d10 +3 damage of a chosen type (based on the dragon served).
b Incite Faith (minor; encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.
c Dragon Breath (standard; encounter) + see text
Close blast 3; +6 vs. Fortitude; 1d10 +3 damage of a chosen type (based on the dragon served). Miss: Half Damage.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Stealth +11, Thievery +11
Str 9 (+0) Dex 16 (+3) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
Equipment: Hide armor, spear, bone mask.
Kobold Skirmisher; Level 1 Skirmisher
Small natural humanoid; XP 100
Initiative: +5; Senses: Perception +0; darkvision
HP 27; Bloodied 13
AC 15; Fortitude11, Reflex 14, Will13; see also trap sense
Speed 6
Spear (standard; at will) Weapon
+6 vs. AC; 1d8 damage; see also mob attack
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, Stealth +10, Thievery +10
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Equipment: Hide armor, light shield, spear
Kobold Dragon Shield; Level 2 Soldier
Small Natural Humanoid; XP 125
Initiative +4 ;Senses: Perception+2, darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14,Reflex 13,Will 13; see also trap sense
Speed 6
m Short Sword (standard; at-will) Weapon
+7 vs. AC; 1d6+3 damage, and the target is marked until the end of the Kobold dragonshields next turn.
DragonShield Tactics (immediate reation, when an adjacent enemy shifts away or an enemy moves adjacent, at will)
The kobold dragonshield shifts 1 square.
Mob Attack
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Equipment: Scale armor, heavy shield, short sword
Kobold Slinger; Level 1 Artillery
Small Natural Humanoid; XP 100
Initiative: +3; Senses: Perception+1, darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) Weapon
+5 vs. AC; 1d4+3 damage.
r Sling (standard; at-will) Weapon
Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.
* Stinkpot the target takes a -2 penalty to attack rolls (save ends)
* Firepot (Fire) The target taks ongoing 2 fire damage (save ends)
* Gluepot The target is immobilized (save ends)
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 11 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).
Kobold Minion; Level 1 Minion
Small Natural Humanoid; XP 25
Initiative: +3 Senses; Perception: +1, darkvision
HP: A minion dies when hit by an attack that deals damage.
AC 15; Fortitude 11,Reflex 13,Will 11; see also trap sense
Speed 6
m Spear (standard; at-will) Weapon
+5 vs. AC; 2 damage.
r Spear (standard; at-will) Weapon
Range 10/20; +5 vs. AC; 2 damage.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic .
Skills: Stealth +5, Thievery +5
Str 8 (-1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: Hide armor, light shield, 3 spears
Minions die in one hit, but if you do the math, 8 minions, a shield, and a slinger are going to 400 xp total, and a reasonable challenge for 4 first level heroes. So you can build challenges fairly quickly. It can be a bit of a chore to figure it out for 3.5, but luckily, d20srd.org has an encounter calculator which I found to be a godsend.
Basically they have rules for swarms of mooks now - they always do a flat damage when they hit, and they always die in one hit, and they give a pittance of xp. So you can just use them en masse and have a small army of the bastards in addition to what's meant to be the real challenge. Every turn the party hits a mook is one more turn the real threat gets to act.
In the mean time they also have solo monsters which are designated to be a severe challenge on their own - we already knew beholders and dragons were meant to be the tabletop equivalent of big boss fights, but they have apparently have a much wider range of these solo monsters now.