The bonus can vary between mobs. It generally ranges from +0 up to +3 for "normal" mobs (mobs with a class or usual monsters) but can go higher for very tough and/or unique monsters.
The hit dice size on the other hand, depends one on of two things: either the class of the mob (for a mob with a class, that is, a priest or rogue or ranger or ...) or the race of the mob.
The base hit dice size for mobs with a class are given below.
- Barbarians: d12
Fighters, rangers, paladins: d10
Clerics: d8
Rogues: d6
Wizards, sorcerers: d4
- Dragons (all types): d12
Undead: d12
Constructs (golems, mechanical constructs): d10
Beasts (owlbears, basilisks, stirges, lamias, ...): d10
Oozes (slimes, jellies, ...): d10
Fey creatures (dryads, nymphs, ...): d6
All the other creatures: d8
The other creatures (who use d8) are the following ones:
- Aberration (creatures with strange, alien body forms: beholders, cloakers)
Animal (creatures that also exist in the real world)
Elemental (fire, blood, water, ...)
Giant (all kinds of giant humanoid creatures)
Humanoid (elves, humans, ... but those generally have a class)
Monstrous Humanoid (medusa, centaur, ...)
Outsiders (demons, devils, ...)
Plant creatures (shambling mounds, assassin vines, ...)
Shapechanger (dopperganger, lycanthropes, ...)
Vermin (spiders, beetles, ...)