Shadows are a personal favorite - low level/hp, but 1d4 Strength damage on a hit, and 0 Strength means death, terrifying. 5e would benefit from more ability score damage and more non-HP routes to death imo. Pairs great in an environment where Strength checks/saves are necessary, whether another creature with a strength save ability, or hanging on to a cliff side or rope over a crevasse. If characters go below 8 strength, I'm having them make "can you hold on to the rope" checks.
Also in the ability score drain realm - Vargouilles, with an incapacitating area affect scream and a kiss that curses the incapacitated to lose Charisma every hour until death (and transformation in to a Vargouille), with sunlight pausing disease progression. Great in a remote location were a race against time mad dash to a Curse Remover may necessary, where every hour of sunlight counts. Long lasting effects, risks of horrible transformations, ability drains, great stuff.
Stirges mentioned above - especially great as they are behaviorally inclined to keep sucking on a downed PC until death. I'm inclined to add a "Rug of Smothering" style damage transfer for attached stirges or have missing the stirge hit the victim. Good for when you have other monsters or something else the PCs are trying to do so that pulling them off is a big tradeoff.
Merrenoloths - surprisingly low CR for something with thematic high level magic and legendary/lair/regional actions. Very interesting role as ship captains on the Styx, lots of interesting non combat uses. Very strong on their home turf, where they can gust of wind an enemy off their ship into the feeblemind inducing waters of the Styx.