These things are almost never solved by just switching monsters. That's what newly experienced DMs do. "We'll, we've already done goblins, orcs, hobgoblins..." [Flips through Monster Manual] "Let's try Bullywugs and Kua Toa."
Nothing wrong with throwing in new monsters, but we have countless stories going back to the beginning of human history and people still manage to make new engaging stories involving humans.
I would focus more on trying new ways to roleplaying familiar races and creating new types of challenges.
Goblins are one of the main races of most D&D campaign settings, like humans, Dwarves, elves, etc. It is okay to take them out of your world or using something else, but there should be some story reason for it. Simply not including goblins because you are sick of goblins and replacing then with something that is very similar to goblins, but are not goblins isn't by itself going to make the adventure more compelling.
All that said, I'm biased. I like goblins. As a DM, I find them to be a lot of fun to play. I especially like the 5e flavor on goblinoid (goblins, hobgoblins, bugbears). There is a lot of good gaming potential.
If you are looking at a very different take and flavor, check out the excellent Web comic Goblins:
http://www.goblinscomic.org/
Start at the first one. The early comics are very compelling.