Ghoul

Ghouls are semi-intelligent undead with an insatiable hunger for humanoid flesh.

Description
Ghouls are humanoid undead with necrotic gray skin and long claws on their hands. Ghouls often lie in wait by posing as corpses, then slash their targets them with their paralyzing claws. Once their target is paralyzed, they follow through by biting into their still living prey.

Abilities
All ghouls are immune to poison, and can't be charmed or exhausted. Their claws deal moderate slashing damage and if the target is a non-undead creature, it must make a DC 10 Constitution save or be paralyzed for 1 minute. The target can repeat the save each turn to end the paralysis.

Varieties
More powerful types of ghouls exist as well, known as ghasts and shadowghasts. Both of these additionally have resistance to necrotic damage, and emit a powerful stench. Creatures within 5 feet of the ghast must make a Consitution save or be poisoned until their next turn.
 * Ghast: Standard ghasts additionally have advantage on saving throws against being turned, and can grant this to other ghouls within 30 feet of them.
 * Shadowghast: Shadowghasts are suffused with the energy of the Shadowfell and are sneaky assassins, able to quickly blend in and hide within areas darkness, or even dim light.

Campaign 1: Vox Machina
In late 810 PD, while exploring the large cavern that contained the mind flayer city of Yug'Voril, Vox Machina found a cave inhabited by several ghouls and a ghast.

Over a year later in 812 PD, Vox Machina were attacked by several shadowghasts working alongside Remnant cultist, who ambushed them outside Sprigg's home.