Dynamesh is great for making concept sculpts that can easily turned into game-ready models with one retop pass.
For the low-poly object, i decided to go with equipment and gear for the ghoul. The total tricount for all of the gear combined is around 4000 but that's only because the armband and feet wrappings were made by duplicating faces which were then extruded outwards. A simple solution to the polycount problem is to go in and start removing redundant edges in the duplicated faces.
This was also an experiment on how to make the gear itself. the Belt/loincloth was made by extruding faces off of a cylinder. The claw gloves were made by extruding faces out of cubes. And the feet wrappings/armband was made by extruding duplicated faces. This was mostly to see what would kind of primitives would give better looking and easier to make results.
The model is supposed to be hunched over on all fours almost and the spikes were added because I thought it would make a pretty cool effect when animated.
Front
Back
Side
Closeup on face.
Unfortunately, because I didn't retop the head, the base model is noticeably lower-res when seen up close in Unity or Maya. This is what the head is supposed to look like.