Steam Tanks and
Siege Engines - Yep. Fucking tanks. They're unique mounts for the Dwarven races. Obviously, they're quite slow and very expensive, but also highly durable. Steam Tanks are cheaper and only fire tank rounds - Siege Engines are even larger, more expensive, and fire multi-target rocket barrages from their missile batteries. Should dissuade one from pissing off the dwarven neighbors - unless you too are a
fan of Sabaton.
Mechano-hog - Get your motor runnin'! Unique mount for Gnomes and Goblins. Moves innately faster than similar mounts such as the Turbostrider, though unlike them, it obviously lacks combat skills and doesn't really have a practical attack - it only has a slow but strong ramming attack, though its unlikely to hit an opponent that isn't unconscious or being held down.
Lightforged Nathrezim - Based on
Lothraxion - a wild, playable race from the good biomes - they'll also be found alongside Lightforged Draenei. Have quite a few spells at their disposal, making them rather dangerous foes.
Lightspawn - Based on
Sol - a wild, playable elemental race, found in some good biomes.
Possess similar spells as the Lightforged Nathrezim, though not as many - a lot tougher to debilitate, however.
Crypt Skitterer - small, predatory creatures in arctic biomes. Little danger on their own, but they always appear atleast in pairs, occasionally in larger groups.
Titanic Guardian - based on the
Uldum watcher model - lesser titanic watchers. Playable, they lack spells unlike the Ancient Watchers, but instead learn most melee weapon skills at twice the usual rates.
Sandstorm Elemental - wild elementals, also pets of the Sethrak. Have powers of both earth and air elementals.
Slag Elemental - wild, simple-minded elementals. Count as both earth and fire elementals - they're pets of the Ogres. They lack special attacks, however they are quite durable, and explode into damaging flames on death.
Lava Elemental - wild, intelligent elementals. Playable in adventure mode. They count as both earth and fire elementals, and possess both stone bolts that induce blunt damage and magma bolts that cause burning.
Haunt - mindless, undead spirits, found in evil biomes. Have two variants -
Lesser Haunts, and standard
Haunts - both can induce misfortune with scratching and biting attacks.
Tidal Worm - based on the 8.2 model. Their biting attacks can cause paralysis, and they can also spit lightning bolts.
Fathom Ray - another 8.2 creature - somewhat large, amphibious fliers that can also be used as mounts.
Tidestallion - non-hostile, aquatic creature. Can still be dangerous if provoked, as they can lash out with a powerful headbutt.
Corrupted Grouper - hostile, three-eyed aquatic creature from evil oceans. Has a deadly biting attack, due to its sharp fangs.
Oceanic Monstrosity - amphibious, intelligent giant humanoids - playable. Have a protective carapace over their upper bodies, heads, necks and upper arms.
Algan - simple-minded elementals that live in the oceans. Composed of kelp and barnacle-covered rock, they count as both water and earth elementals.
Abyssal Naga and
Royal Naga - additional Naga castes. Former are six-legged, four-armed females who have improved learning rates for ranged weapons, as well as spears and pikes - the latter are male naga who have improved learning rates for melee fighting, swords, spears and pikes.
Mo'arg Brute - additional Demon caste. Larger than standard Mo'arg, they learn most melee weapon skills at increased rates.
Doom Giant - another additional Demon caste, based on
Krosus. Colossal, rare demons who can shoot fel bolts and breathe streams of felfire.
Faceless Rager - additional N'raqi caste. They hover and have higher innate strength - more likely to enter a rage state as well.
Crystalline Keeper - additional Crystalline Tender caste, based on
Keeper Stalladris - essentially a crystal-covered Keeper of the Grove, with arcane spells. The Crystalline Tenders as a whole have been reworked, and are now a playable adventure mode race - Crystal Dryads are still more or less the same as normal Dryads, aside from having crystal-covered body parts, but Crystal Satyrs now have access to a few support spells.
Tentacles - immobile growths found in evil biomes. There are four types, counted as separate creatures - standard tentacles, which only have an average lashing attack - crusher tentacles, which have a large bone club that inflicts powerful bludgeoning damage - barbed tentacles, which have a bony barb for deadly stabbing attacks - and eye-stalks, which can fire shadow bolts at distant targets.
Greater Beholder - a megabeast - has access to the eye beam attacks used by the Observers and Darkglares - also has a shadow bolt projectile.
Darkened Naaru - a megabeast, based on
L'ura's model - has access to several void abilities, and otherwise attacks by stabbing and slashing with its floating shards.
Forgotten One - a megabeast - very slow-moving and cannot dodge well, however it has devastating magical attacks, and can reanimate corpses as immobile tentacles.
Old God - Ho ho ho. A very high-tier megabeast, only attacking if you have a really high population. They have four different castes with wildly varying body plans and abilities -
God of Madness, based on C'thun -
Fiend of a Thousand Maws, based on Yogg-Saron -
God of the Deep, based on N'zoth - and
God of Seven Heads, based on Y'shaarj. Have fun~!