I'll try to update this as I find them but apart from the masters, the following mobs seem immune to 'Paralysis'. As this is a wonderful spell to allow you to heal and help finish cooldowns in combat, it would be a shame if you cast it just to find that the mob was still beating on you. A near death necessitated this listing......
Heavy War Golum - Searing Gorge
"Immolatus" - Lev 48 wandering rare rock elemental spawn - Shatter Scar Vale - Felwood
1/28/18 Edit: Contextual advice changes due to skill revamp long ago. Take from tactics what you will. It's still broadly effective.
Immune to Paralysis:5/27/18 Edit: Indigos, rare blue(?) dragon in Dalaran Crater, Hillsbrad continues the trend of rare dragons being immune.
1/28/18 Edit: Brimgore, rare dragon in DwM.
Nearly all rock demons sharing similar model with Immolatus are immune, as I've found:
Searing Infernal in Ashenvale,
Oath-Chained Infernal in Blasted Lands,
Infernal Warbringer in Hellfire Peninsula, etc.
Another in Blasted Lands, this time a rare dragon:
Teremus the Devourer who flies a wide circle around the dark portal.
6/13/15 Edit: Marticar, a 63 rare strider in Zangarmarsh that wanders widely. Also immune to fear (taken from comments). This one also pulls you to him if you try to run away.
11/4/15 Edit: Also in Zangarmarsh, the two quest-target naga bosses,
Rajis Fyashe and
Rajah Haghazed.
Nagrand in Outland, and
Gutripper is immune. I'm uncertain if the other similar tiered nameds are also immune, i.e. Bach'lor and Banthar.
11/4/15 Edit: Banthar is confirmed.
11/7/15 Edit:In both Nagrand and Blades Edge Mountains, all named Gronn that I encountered were immune. I highly suspect that all giantkin are immune, but then I don't engage most giants.
In Isle of Quel'danas, the
Erratic Sentrys are immune.
3/3/18 Edit: In Zul'drak, the rare mob
Zul'drak Sentinel is immune. I followed the similarities, and
Guardian of Zim'Rhuk is also immune. It appears, generally, that the troll voodoo statue mobs share immunity just like the dwarven golem mobs.
I'll also keep editing this as I find more. I have found it very difficult to find an easy list on a website to just link to which encapsulates this.
CC before Paralysis Edit 5/27/18
Before you have Paralysis, you'll get Disable around the low teens. Hit it once, and it'll move slow. This will refresh its timer with every melee hit. Then, if things get hairy where you'd need a heal break, you can hit it again to root, roll or just move away, heal up, and reengage because by the time you're healed, the root will break and it's coming slowly for you. Use this time to regen energy or just resume combat when you're ready. If you need more time, as long as its move is slowed, you can just root it again (which brings you to melee range, you take come damage, and may want to heal up again anyway).
Paralysis tipsYou get Paralysis at
level 44 Level 25 now, and I find there's two ways to play an IMC monk: with and without Paralysis. Paralysis is so nearly always useful that it's a routine skill for me, not a control to utilize when things go badly.
Edit: Prior to Para, combat focus is primarily on Jab and Tiger Strikes for efficient use of energy and chi without breaks. With Para, you can focus on active speed and DPS to dump out energy and chi with Jabs and Kicks, then pause to regen energy, usually after using Expel Harm and a last kick in. Be ready to mix it up as needed once you have the option, instead of treating all fights the same.
I'll use it anytime I'm critically low on energy, even if the mob is just about dead. Waiting 4 seconds for enough energy to Jab means that I end the fight with some chi to use in the next fight.
Of course, heal during the opportunity that Paralysis provides.
Mobs do not regen health when Paralyzed (unless they have some kind of HoT ability already activated). You're still in combat, so you do not regen health either unless you're a troll. Your energy regen is ultimately more important.
Edit: Your chi does not decay because you're still in combat.
Expel Harm does not break Paralysis. This is useful if you have one or more chi, and want to wait for Touch of Death to cool down.
You will take one melee swing from the mob when Paralysis is broken. Even when using a Touch of Death to finish it from CC, you'll still take that one attack.
Most casters that are interrupted with a Paralysis will often resume that same cast when broken, though results vary a bit on that one.
Paralysis does not break Paralysis. If you start the fight with over 1 minute left on Touch of Death cooldown, you can use Paralysis (after its 15 second CD) to refresh the duration of Paralysis, even repeatedly, to allow the time needed to wait for Touch of Death or any other CD.
Use Paralysis to run away. This should be self-evident, but certainly worth noting. It breaks when you are far enough that the target no longer exists to your game client.
Edit: Just hearthstone, another option easily overlooked.
Waiting for Paralysis' cooldown during a Paralysis is also useful, with a 60 second duration and 15 second cooldown. The most difficult fight I've ever faced as a monk was a named
Rrakk in Thousand Needles, with 2x health of similar level rares, and very fast hard attacks. I survived by only making one or two attacks between Paralysis breaks, pausing to heal and rest, and repeating over a long time. It was over 8 minutes to kill this, and sometimes was very scary when it scored critical hits. I do not recommend this, but share it to illustrate a worst-case battle that became slowly winnable.
Edit: More uses!Use Paralysis and then back off to a safer spot to allow a pathing mob to enter your battle space and leave without aggroing. Even social mobs will ignore the first mob's low health and apparent stillness to just walk on by as if nothing's wrong: Paralysis does not agro social mobs. This one can be tricky, but 60 seconds will give you enough time to judge whether to stay while the pathing mob passes, or to abandon the fight and run away. Decide by the time you have 20 seconds left on Paralysis to get away without causing a train when the mob awakens.
Use Paralysis to hold the mob while you clear totems before they go boom. I learned this one when grinding Bog Lords in Zangarmarsh, when they drop a Spore that will grow and explode into a dot for almost 2k damage total. Pause the mob, wait to have 45 energy for a Jab if you want to gain some Chi while you're at it, or just autoattack the totem/spore thing while regenerating to full energy. To wait or not depends on the timing of the totem. This is also useful for the magic burst totem (Manaflare?) which goes boom after a few seconds; for example the Furbolg Totemics in Winterspring use this.
Straight CC: use Paralysis to break up a two-spawn.
When there's other players around competing for kills, claim a kill with Provoke, get a little damage in with jab, then go right to Paralysis if you only have like 15 seconds left on Touch of Death CD. Others will look at you funny for just standing there waiting, but usually leave you to finish your own fight... which leads me to:
Some rude players will break your Paralysis for you, and if they don't either kill it or take agro, then you're up for action. Be prepared for the unexpected particularly if impatient or intolerant players are after the same mobs.