|Let's give this 'lil fellow a rest|
Monsters and Treasure, volume 2 of three booklets, the 1970's box set version of Dungeon & Dragon's "Monster Manual" moves on from men directly into humanoids. There are five normal sized humanoids, and most get only a line or two of text. They are also statistically uninteresting, lacking even the armor and weapon variety of human enemies and having no real flavor beyond a progression through four classes of enemy with incrementally improving AC, HP and Attack. As much as battling orcs and goblins is a mainstay of tabletop gaming, and the mainstream of the heroic fantasy, these creatures are totally uninteresting as presented in Monsters and Treasure. Perhaps they are a blank template to project one's own monstrous expectations upon, but here the difference between a kobold and a goblin is a single point of AC and a hit point or two.
Orcs, which have a very long entry and which I've discussed previously, are an exception, but otherwise these humanoid descriptions are quite devoid of interesting information. Kobolds have only a name and some mechanical details, while the entire goblin entry is:
GOBLINS: These small monsters are described in CHAINMAIL. They see well in darkness or dim light, but when they are subjected to full daylight they subtract -1 from their attack and morale dice. They attack dwarves on sight. Their Hit Dice must always equal at least one pip.
Composition of Force: When in their lair the "goblin king" will be found. He will fight as a Hobgoblin in all respects. He will be surrounded by a body of from 5-30 (roll five six-sided dice) guards as Hobgoblins also.
They're small monsters that don't like the light, that's about it.