I've been a bit inactive lately, and I feel like I need to explain myself.
It's not about work, health, mood or anything like that; in fact it's a combination of me getting addicted to Rimworld and Darkest Dungeon again, getting new joycons for my Switch, and having started incorporating ZM5's Warcraft mod into the modpack. I hate warcraft with for its atrocious artstyle and design choices; every second on the wiki causes me physical pain. And there is a crapton of creatures.
On a higher note, I've added ZM5's Dragon's Ligma Dogma. I should play that game myself at some point... Anyway, the creatures aren't very interesting, mostly adhering closely to their mythical portrayal. It's a quality mod, so I can't complain.
In Dungeonevened there were leapworms, a lot of them. A panicking spinner could just kick a worm's teeth out, and if one of these critters got too close for comfort, they would got pre-chopped to be served with mussels.
Deon's Dwemer Fortress was less pleasant to work with. Standardization of materials was one thing, but the creatures... No effort was put into making those creatures - dreugh are just giant crabs, guars are beak dogs, ogrims are ogres, etc. I had to remake some stuff myself. Guars, now properly beakless, are the first DROWPETs, because drow and dunmer are all dark elves; sounds like good logic.
First new metals in the pack are ebony and elvenglaas. Dwemer metal is out for obvious reason.
Civilized races didn't make it either. They are just too iconic, and would not fit the modpack's theme at all. My main bois rieklings would fit in perfectly, but alas, they are not in the mod.
I may take a look at dragon shouts though.
Other than that, I've added SPOREIMMUNE class. It's for creatures unaffected by spores, pollen, seeds and other such things.
There are also UNDEADPET, ELDRITCHPET, and SEAPET classes so we don't have to wonder what skeletons need goats and geese for.
Now I'm going back to playing Darkest Dungeon working on mods.