You should consider using the hobgoblin subraces from the
Player's Guide to the Sovereign Lands (preview
here). They're a major race in the D&D: Kingdoms of Kalamar campaign setting, and all LA +0.
Here's the main two most like the MM hobgoblins (there are five total subraces):
Kargi Hobgoblin Racial Traits
• +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Kargi have developed a hardy physique due to their harsh environment, but they lack development in the mental areas.
• Medium: Kargi hobgoblins receive no special size-related bonuses or penalties.
• Kargi speed is 30 feet.
• Darkvision: Kargi hobgoblins can see in the dark at a distance of up to 60 feet. This type of vision is mostly colorless (showing only shades of black, white and gray), and needs no light to function.
• +4 racial bonus to all Fortitude saving throws. Growing up in a climate of rampant disease has made the Kargi especially resistant to diseases and poison.
• +2 racial bonus to all Survival checks when in a tropical climate. The Kargi have learned to adapt to their harsh environment, and can now use it to thrive.
• Automatic Languages: Hobgoblin and Goblin. Bonus Languages: Svimohzish, Merchant’s Tongue, Brandobian, and Orcish.
• Favored Class: Cleric. When deciding whether a Kargi hobgoblin suffers an XP penalty for multiclassing, his cleric class does not apply.
Krangi Hobgoblin Racial Traits
• +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Krangi are impressive physical specimens, but they are deficient in many mental areas.
• Medium: Krangi receive no special size-related bonuses or penalties.
• Krangi speed is 30 feet.
• Darkvision: Krangi hobgoblins can see in the dark at a distance of up to 60 feet. This type of vision is mostly colorless (showing only shades of black, white and gray), and needs no light to function.
• Weapon Proficiency: Krangi receive Armor Proficiency feats (Light and Medium), Martial Weapon Proficiency feats for the dagger, javelin, longsword, short sword, shortspear and crossbow, and the Shield Proficiency feat as bonus feats. During their childhood, all Krangi are instructed in the ways of war. They are taught the six weapons of the Blacksoul, how to wear armor and use shields, and are expected to be proficient in their use.
• +2 racial bonus to Listen and Spot checks. Years of fighting have honed the Krangi senses and made them exceptionally alert creatures.
• +4 racial bonus to Hide checks. Years of hunting and being hunted made hobgoblins adept at not being seen.
• Automatic Languages: Hobgoblin and Goblin. Bonus Languages Merchant’s Tongue, Orcish, Kalamaran and Brandobian.
• Favored Class: Fighter. When deciding whether a Krangi hobgoblin suffers an XP penalty for multiclassing, his fighter class does not apply.