Yes, 8 kobolds all going at once can be very swingy at low levels. To help this, don't roll for their damage - just use the average damage number.
I break monsters up into groups of three to five, to avoid this problem.
For example, you could have two groups of three kobolds. Roll initiative separately for each group.
That way you might get something like: PC1, then kobolds, then PC2, then PC3, then kobolds, then PC4.
For each combat, I write the combatants down on a scrap piece of paper, from first to last, along with initiative rolls. My minis are all coloured and numbered (OK, they are cardboard cutouts, but I'm calling them minis :-). So, I might have written down "21: Alice, 18: Kobolds red, blue, green, 16: Bob, 15: Eve, 14: Kobold Purple, Black, White, 9: Trent". I use this piece of paper to track the combat - HP, status effects and so on.
At higher levels there are abilities that really shine when players win initiative (Rogue Assassin archetype, for example). If monsters always go on initiative 10 then these abilities can become quite overpowering.
Other alternatives include the variant initiative rules in the DMG and "popcorn initative" as described by AngryDM (warning, bad language and strong attitude).
Best Answer
From RAW
'Creature' would imply that the rules effect everyone.
Although there are some exceptions, such as Undead and Constructs
But from a GMing standpoint it won't make much difference to house-rule 'minions die at HP:0', unless your group likes to take prisoners.