But they are still entirely too predictable. In the interest of alleviating that, here's a table that can give them a bit of variety. Any time there is a need for a low hit dice human-shaped creature in your games, use the table below to create a quick, appropriate humanoid.
|1||1/2||7||60'||6||Kobold||3'||Weapon-1||Small; hate gnomes|
|2||1-1||6||60'||7||Goblin||4' 6"||Weapon||-1 to hit in daylight|
|3||1||6||120'||8||Orc||6'||Weapon||-1 to hit in daylight|
|4||1+1||5||90'||8||Hobgoblin||6' 6"||Weapon||+1 to hit if chief present|
|5||2||5||90'||8||Gnoll||7'||Weapon+1||Wield 2-handed weapons|
|6||3||5||90'||9||Bugbear||8'||Weapon+1||Surprise on 1-3|
The table above might produce odd results if you run too literally with it; you could easily have a 1/2 HD creature 8' tall. This would probably be a thin, wispy type of humanoid. Likewise, a 3' type with 3 HD could be stocky almost to the point of being barrel-shaped.
Of course, older D&D never had monster types without some kind of leaders. Only 3 HD humanoids should be considered truly independent. For the remainder, the following chart should be used.
|1||9 HP / 2 hit dice||1-6: 6 HP / 1+1 hit dice|
|2||15 HP / 4 hit dice, +2 to damage||1/group: 8 HP, +1 to damage|
|3||22 HP / 5 hit dice, +2 to damage||1-4: 3d6 HP / 4 hit dice|
|4||16 HP / 3 hit dice||N/A|
If the above tables give "bodyguards" more powerful than the leader, this may call for a "Klingon promotion" for one of them.
Because I like you, here's another chart to determine how your new humanoids look.
|1||Smooth skin||Solid (1 color)||Red||Human|
|2||Hairy skin||Striped (2 colors)||Orange||Canine|
|3||Completely furred||Mottled (2 colors)||Yellow||Feline|
|4||Scaled||Different torso (2 colors)||Green||Porcine|
|5||Feathered||Multi-hued (3 colors)||Brown||Serpentine|
|6||Exoskeleton||Iridescent (2 colors)||Grey||Avian|
So there you have it: quick replacements for humanoids that still fit in most OD&D, classic and advanced old-school games.