The faunadex contains all the info you need to know about any fauna you might see out in the universe, including info about what they look like, where they tend to live, and how likely they are to eat all your crew members.
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A - D
Aedelweard hounds are fairly docile, long since bred into this role by their drakon masters. Always born in a single pair, aedel hounds come in six different colours\: red, orange, blue, green, and the rarest colors of yellow and purple. Each litter is born in a set of complementary colors.
Red and green aedelweard hounds are commonly used by dragon-hunting drakons, and the blue and orange hounds are most often given to hatchlings. Yellow and purple aedel hounds are exalted as omens of an oncoming ascendance of an enlightened and malevolent drakon\: as such, the birth of these hounds are celebrated, and they are treated with utmost respect.
Agrivyrn are mostly known for spending most of their time lying in the sun, simultaneously warming themselves and giving their plants ample time to photosynthesize. These beasts have a symbiotic relationship with their plants, giving the plants a place to grow, and in return taking a portion of the plant's sugars to sustain itself. Domesticated agrivyrn are all female, though the few that still exist in the wild or in Z-class stocks can be male or female.
Alpha poirpose are incredibly excitable and "Type A" creatures. Ever eager to engage in extreme activity for seemingly no purpose at all. Left undisturbed alpha poirposes have been observed performing such "rad" stunts as backflipping, surfing, and coordinated acrobatic feats off of various sorts of handles.
Aside from that alpha poirposes deeply enjoy the thrill of the hunt. They hunt for all manner of reasons, aside from food, such as sport, brinkmanship, and for decidely less wholesome reasons. They are quite smart, for animals, capable of understanding and to a limited degree, engaging, with sapient peoples, who alpha poirposes reportedly consider "uncool hosers."
Like most creatures from Oerson, arc wasps derive sustenance from light, they supplement this with the ability to drain electrical energy via their stinger. While historically, utilized this by feeding off of living organisms bio-electricity, modern specimens content themselves by draining power generators, electronics, and sometimes robots, and are generally harmless, even in large groups, to organics, except of course if that organic is relying on some device for survival, or they're starved which is not uncommon when found on planets with long nights and short days.
Arises do not sleep. Their eyes are constantly open, and when they need to blink they will only blink one eye at a time as if scared to miss a single moment. Their behavior is often associated with people who have been up for days at a time because of how unusual it is. They slowly waddle their way around nearly any landscape they find themselves in groups of five to ten. Arises seem mindless in their travel, and sure enough, many tracking data confirm that other than their aversion to extreme cold their paths are random.
Tenacious, and single-minded, the azureclops is a stubborn, mildly intelligent brute with a certain of clever cunning. When an azureclops sights it's prey, it will stalk it until it has captured it, and there is little one can do to deter from it's course, save perhaps demonstrating oneself as an easier to acquire, but this is not advised.
While agreed to not be properly 'sapient' azureclops have displayed a burgeoning intelligence, such as by developing tools and weapons, and building traps.
Behaviors in baudettes are near nonexistent when someone is not directly interacting with one. If never touched, a baudette will spend its entire lifetime never moving, only filter feeding whatever happens to be in the air and blinking thoughtlessly. It's often argued by experts whether the baudette is even a living animal or anomalous object due to it's unnatural appearance.
It is currently unknown as to how baudettes reproduce, as they will often just manifest within places that can sustain them.
Bbizomi are pursuit and ambush predators. A bbizom will latch onto a target and stalk it tirelessly for days on end at a walking pace, appearing as nothing but a distant glow in the dark of night and the echo of a discordant horn. As their prey gradually tires, they will draw closer and closer each night until they can finally pounce and tear the poor creature limb from limb.
Beta fish are consummate swarmers. Useless and indeed, rather cowardly when encountered on their own, when in a group of even dust a dozen or so of their kind, they become much bolder and more aggressive. Naturally, due to this, they have rather complex group mechanics that make one question how intelligent they actually are. They have a social hierarchy much akin to a prison gang, bullying and harassing the weaker members until they discover their place in the pecking order.
Bimbledee are very similar to apidee in most fundamental ways. They are gleeful, saccharine and friendly to an extent that if often considered "annoying" to non-apidee or bimbledee. Unlike apidee though bimbledee have in fact been reported displaying emotions beyond a "chipper disposition" though this is a rare occurrence as bimbledees are a firm example of the phrase "ignorance is bliss" as in spite of their capacity to feel negative emotions, they're usually stubbornly happy anyway.
The blood mantis is an animal of pure rage. In the wild once they feel even a tang of hunger they become extremely violent. Many foolish people have mistaken mantises they've seen as guards and in circuses as an example that blood mantises are highly tame, and docile animals. The blood mantises at circuses are fed large amounts of food before every show to hopefully stop any outbreaks of anger. This normally works but there have been many incidents where blood mantises suddenly lash out and begin killing for no other reason then they had the power to.
Blood moths are very territorial, tending not to leave an area once they've settled in one. They can be selective with their choice of prey, using their wing patterns to scare away any fauna or sapient species they do not hold up to par. If a blood moth finds a creature satisfactory, they will launch themselves at the victim with a powerful flap of their wings and start tearing into their new meal.
Blutgoats are largely sedate and thoroughly domesticated animals that nonetheless have a profound sense of pride for an animal, especially one as sluggish and large as they are. With their often lackadaisical and lazy natures they are often misunderstood as being easily handled, which is far from the case as they are rather stubborn and averse to obeying instruction when not given in a manner that appeals to their sense of pride.
Bombats are, quite simply, "tweaked out powder junkies." Unlike most creatures, and indeed, most rats, bombats display a startling lack of self-preservation instinct. Good for the bombats, who gleefully and unflinchingly charge to blow up anyone and anything that they happen to see, but far less so for the unfortunates who were counting on a concern for its own life to render them harmless.
Intelligent and curious crabs designed to be starter capture creatures for notails. They are sturdy and resolute creatures capable of enduring much in their task of "caring" for young notails. Braiab's strictly speaking, have very few skills that are actually useful for helping a fledgling notail survive in the woods. This is of course precisely the point, as braiabs are given to K and E-classes to help encourage their inherent curiosity by meandering in situations and forcing their notail to do something about it.
Butterflies are solitary creatures, only searching for another butterfly when trying to mate. Butterflies are raised from eggs, which typically take about 6 months to hatch. These eggs are guarded fiercely by the female, and anything that even gets close to the butterflies nest is attacked. When the young hatch, they are left to fend for themselves, and of the hundred or so hatchlings, only a handful ever manage to make it the 5 years needed to become fully independent.
Caborhunds are excitable and exuberant creatures that are easily driven into a fluster of energy and excitement. When presented with something that catches their ear they pursue it with a impressive zeal and determination, not resting for hours until they find what they're after or they get tired and wander off.
The animals are consumate hunters, using their highly attuned senses to pinpoint the exact location of just about anything.
Camnequoi are relatively social, and although they don't live in large communities, they do live in families, typically of a mother, father, and the current generation of children. Both parents take turns hunting to provide for the mate tending the nest and for the children, dragging large hunks of meat up the mountain faces to provide for their family. The parents also teach the young how to survive; where the best hunting grounds are, the nearest underground and above-ground water sources, and how to perform the familial mating rituals. When these children have grown, the camnequoi prepare for the next clutch by chasing the current brood from the cave and leaving them to fend for themselves.
In order to feed a castrignis must find a host that is about to tell a story. They then form themselves by affecting their host's mind and forcing the host to include them in any story that is being told. These stories are usually scary, so the castrignis can feed on the fear of those the story was told to. They try to avoid making their stories too scary, however, as heart attacks would mean their food source would be gone.
The marsh-draggler is primarily an ambush predator and spends the majority of its life completely stationary. Individuals have been reported moving at a rate of several feet a day, most often due to insufficient food, or smaller individuals establishing distance between themselves and a larger caterputre.
Chamomeleons naturally hide in dense foliage. Commonly found taking on a dirty green appearance. They can however, change to nearly any other color, in various camouflage patterns. They eat the fruits and foliage of plants around them. To hide from the vicious plants found on Kallidcaeb the chamomeleon changes the colors on it's skin to blend in with the foliage. Chamomeleons enjoy eating foliage, fruits, and drinks.
Once these massive beasts were thought to be mythological, but upon their discovery they were found to just be reclusive. They mostly dwell in caves big enough to fit them in mountainous areas.
Immensely territorial, they live mostly in small family groups which they defend to the death. Throughout their long lives they have at most five young. Usually they will only have one at a time.
Incredibly light, they drift on winds and settle on treetops and bodies of water on the rare occasion that the sky is calm. Flocks of them can be seen riding the frequent tornadoes and cyclones that plague Didni Wurl. On other planets with less extreme winds they have developed more powered flight.
Cloud-gulpers are a very passive species, mostly drifting with the wind or tacking with their sail-fins. Their method of eating is simply to drift along, filtering and swallowing whatever is trapped by their gigantic mouths. During exceptionally strong winds, the smaller ones may hug the ground and anchor themselves in foliage, while the larger, older specimens simply use their stronger lift to rise far above any possible obstacle. If attacked, they will usually flee, or if an aerial escape is impossible, attempt to grab and crush the assailant with their jaws.
Coleomyr eggs, between 20 and 50 feet tall themselves, can only be found deep enough in the crust of a planet to be warmed by its mantle. They can incubate for centuries before the coleomyr detects the right conditions to hatch under. Once free it will dig its way to the surface, where it will seek out a sandy spot to construct its first hunting ground.
Crabs are a semi-terrestrial creatures, living in the water but capable of coming on land for feeding and other activities. Due to the way their legs have developed, crabs tend to primarily walk sideways, in a sort of scuttling motion. For food, they will typically subsist on algae and small mollusks, though this will naturally vary from planet to planet.
Cratics are capture creatures, and thus were specifically bred by notails to be ideal for taking care of notail children once they're set out into the forest to fend for themselves. As such, they have a number of features that help them train X and S-class notails to be productive members of notail society.
Cratics are conditioned to see the notails given to them as their children, and so treat them the same way they would treat their own young.
Anyone who enters the forest with a cyriac will always grow to hate it. Hate it like they hate its many glowing eyes, like they hate the sound of its voice - that thing that never changes inflection, never stops nor falters no matter what the beast is doing, whether asleep or awake. They will grow to hate it the same way they will hate the gods.
That is the job of the cyriac.
Davarons tend to flock together, floating along in flocks of up to one hundred along the wind until they find a suitable hunting grounds. Once they find a suitable hunting ground, they prepare themselves by draping themselves over poles, rocks, and pretty much anything else they can drape themselves over in a wide area, rather spread out, and then, as soon as prey comes near, they seemingly spring to life, all swarming onto and latching onto their prey.
On most accounts of those who have worked with, studied, or been within the same room as a dentine, will most likely describe their temperament as quiet, but somewhat unsettling. Dentines in the wild usually live alone, only pairing up with one another when it comes time for breeding, but otherwise will avoid forming packs as dentines are highly food aggressive. They are a very patient animal, given their unique style of hunting. When not actively seeking prey, they are simply 'watching' prey from afar for hours on end, in spite of the apparent lack of eyes.
Most if not all dermichiti try to enter into symbiotic relationships with species as a means of survival and are attracted more towards people that are mute or that have difficulties with speech. While a dermichiti will drain blood from the host the amount it takes can be greatly reduced to a level where it will have little effect on the health of the host by actively feeding the dermichiti food. It should be warned that usage of a dermichiti even in the best conditions still carries a risk of brain damage, though most are minor, and one should consult their doctor before starting treatment.
Dragopedes are generally friendly creatures that love being with people and will happily approach explorers if they seem harmless to them, due to this they have become a common pet among many. Dragopedes are quite intelligent and have been able to complete puzzles that involve basic tool use to get pats or food as well as understanding basic commands. However when a dragopede comes to its teenage years it becomes more aggressive and will attack if not fed or if there is something they do not like.
Drixiq are fairly similar to a sting ray, however possess the pod behavior of the dolphin. Despite their pod instinct, these creatures are rarely seen together due to them distancing each other to prevent being noticed by larger schools of prey. When and if provoked, these creatures will let out a loud cry and attempt to attack the instigator.
Headcrushers lurk in the lower branches of trees, anchoring themselves with coiled tentacles, waiting for a creature to pass below them. When this happens, they drop down onto the head of the unwary passerby, grab them by the head in their jaws forming a box-like shape, and begin squeezing in an attempt to crush or asphyxiate the victim. They are canny, and often position themselves above water sources, over often-used paths, and outside doors in the forest. When they have digested the head of a victim, they attach themselves to the spine and pilot the corpse to the next location they wish to hide in, before consuming the rest of the body and climbing a tree.
Duckmingi group together wherever there is shallow water on marshy planets. Whenever a duckmingo gets separated from its group, it will make a cry that will attract other duckmingi, and predators. When threatened, they will act hurt, making the predator believe it is an easy target. When close, it will bite the neck of the predator or kick its chest. Normally this either makes the predator run away, or kills it providing the duckmingo with food until the other duckmingi find it. They are very charismatic compared to most fauna.
E - H
Easy to breed in large numbers, echomms are considered low-tier starter capture creatures for under-resourced villages, particularly those with many E, Y, and G-class children. Like most capture creatures, echomms are affectionate, loyal to their owners, and do not experience pain.
Eisenian worms are hungry and voracious creatures, able to strip all the fruit out of an orchard in minutes. However, they do not eat the plants themselves, simply taking the produce right off the stems. These creatures are very dim, and once something is in their mouth they will attempt to eat it nonstop until they die. This combined with their fear of loud noises and flashing lights mean that some gardeners set up traps that cause them to veer around sharply, come into contact with their own body, and therefore eat themselves to death.
Eyegrets are capture creatures bred to aid notail young in their time in the forest, and is most often given to U-ndercover and M-atriarch classes. They are highly territorial, and will attack and kill any other adult eyegret they see in their territory. This includes their own former children; although eyegrets are very protective and nurturing towards chicks under a week old, any child over such is seen as a threat and kicked out of the nest. From there, the eyegret child must find a new territory for itself, get ripped apart, or kill its parent and claim the territory for itself.
Eyesaurs are mostly used as guard dogs, due to their natural want to be in packs and aggressive nature. They never seem to be quiet, always humming to each other. While mostly aggressive, they can be calmed down with food, or if the person is good with animals. Eyesaurs are unable to talk, though they do act like a hivemind when in packs.
While the behavior patterns of ferro units vary between models and can be customized further by the end consumer, the typical ferro lacks any agency and will not act outside of commands given to it by its owner. Without any outside influence a ferro will enter an inactive state in which it will look very similar to a pool of oil. The only exception to this is if the ferro comes under attack or if it is running low on nanites. In this case the ferro will animate and either attack its aggressor in an attempt to subdue or scare off the attacker, or, in the case of a nanite shortage, seek out the nearest source of iron to consume and replenish the swarm.
Fluffywhumblers are deceptive little buggers. They approach potential prey under the auspices of being cute, harmless, adorable little balls of fluff. They often come across as very easy to tame, because they will frequently just allow people to pick them up and carry them home. Whenever the moment best suits them they will switch in a hot second, revealing their true nature, and viciously mauling their prey.
Starting as just single spores, it takes years for a full grown fungal snake to form together. They're on a constant search for food, its main diet consisting of decaying material. While a scavenger at their core, fungal snakes do seek prey, trapping anyone that gets too close to their domain and leaving the body to be consumed when deemed ripe enough for consumption. Fungal snakes thrive in humid and damp environments, but hunger may drive them into more urban territories so they may feed on garbage as a last resort.
Gildipedes are greedy and vain creatures that care for nothing else beyond their own gratification, which they gain through the consumption of gold. Gildipedes are positively docile when they don't detect gold, which can give one the impression that they are friendly, and sociable animals. But when a gildipede sniffs out the presence of gold nearby or on a person, their eyes alight with the prospect of acquiring gold to feed on.
Tends to prefer to look like what the most vocal and most recent person to enter thought it was. This tends to mean the first person through the doors will impact what the others perceive the gladstore to be internally. Psionic assaults tend to be based on creating the sensation of experiencing what the gladstore does. Only employees are immune. If one tries to carve a bathroom stall, they will feel their own knife piercing their bones.
Glunks sustain themselves off of sunlight and ambient moisture. Glunks are capable of slowly moving along surfaces, but will rarely do so in their life. Even in mortal danger, the glunk will often just hold still. Whether this is because it knows it would just die anyways, or that it doesn't care is unknown. Given sufficient sunlight, the glunk will produce spores every 30 days. The exact amount of time depends on the quantity of sunlight, with more or less sunlight hastening or slowing the process.
Goblins are short creatures with large, sinister, toothy grins. Most describe them to be 'bat-like' in appearance, as between their arms, legs, and digits is a thin skin membrane that allows them to glide short distances between trees. Their arms are extremely long and bony, and they use them to ambulate, as their legs have evolved to be small and near useless except for gripping branches. Goblins also have a short, rat like tails, and two 'fins' on their heads that help the goblin make sharp turns while in flight.
Lazy by nature, golgantious froads are loathe to leave their preferred squatting spot, instead preferring to use their long, sticky tongues to catch whatever prey catches their attention. While slow and ungainly at the waddle, one should not underestimate the creature, for should its preferred method not work the froad will use its shockingly strong legs to leap hundreds of feet in the air, intending to crush its target to death.
Grgt in their original states are basically identical to hungry dogs with a monstrous appetite. They have a huge desire to chomp down and eat everything organic that comes in their way, and when no organics are present they will start eating other things, such as metal, AI or even just dirt. The metal collars around their necks is what regulates who they see as friend or foe.
Bloats are, at first glance, lazy and passive. One will likely find one in its dormant state, and conclude that they are asleep. This is not the case, they are simply waiting for something to approach, and when it does, then they swiftly spring into action, spewing horrific, disgusting bile, at whatever creatures are nearby, before extending to their full height. This bile has paralytic properties towards most creatures, and so those unfortunates who are caught in this sucker-spray are consumed immediately.
Before guirands were specially bred for use as capture creatures, they were extremely fast, able to slither across the ground at high speeds due to the thousands of tiny legs on their underbellies to snatch up their prey in a single bite. Nowadays, this wild variety is much less common, and the tame variety is very, very different.
Guirands are typically given to R-anger and Lone E-xplorer class notails, and their purpose is simple: sit around and do nothing.
Gweches are noted for how docile they are. If a gwech and her young aren't in need of food the gwech just relaxes, commonly licking its arms before slathering itself or its children up to keep moist on dry days. Notail bred gweches are a female only breed, while wild gweches have both males and females. Notail gweches are offered up to the B-reeder, H-erbalist, I-nvestigator, M-atriarch, and W-aiter class children but are rarely picked for their "Uncool" and "Displeasing" looks. Notail children rather pick a starting creature who is either aggressive or a fairly good steed, two things a gwech is not.
Gypzerda are scavengers. They patiently watch from out-of-sight hiding places, waiting for poor suckers to die so the gypzerda can feed. Gypzerda are strictly solitary creatures, only coming together once a year to mate. While gypzerda rarely begin fights, they may sometimes pounce upon particularly weak prey and maul them to death if they become impatient. If a gypzerda is forcibly removed from their hiding spot, they may also become highly violent.
Appearing without fanfare in caves, ruins, and other dark places with few visitors, handrosphinxes are surprisingly placid despite their unsettling appearance. Intelligent enough to remember friendly faces, they are easily won over with regular offerings of food. Omnivorous to a fault, they will happily eat rotten food, or even less food-like materials such as rubber or wood. While a food-rich diet (as opposed to a materials-rich one) marginally increases their very slow rate of growth, they appear not to actually require regular sustenance. They have, however, been observed eating at the walls and floor of their lair to expand it.
Horses are a large quadruped creature covered in hair. They commonly sport a long tail made of hairs which they swing around to hit flies and other creatures that may attempt to land or annoy them. Horses have hooves on each of their long legs and with these they are able to run at top speeds.
I - L
Invisible worms are a very inactive species. They tend to just drift around in space, eating dust that ends up in front of them. Most are born in areas where supernovas had taken place.
After eating, an invisible worm's most common activity is getting stuck in ship engines. This is due to the transparent nature of the worms, making them very difficult to see.
As a capture creature bred for usage as a notail starter, the ivfrid is both very docile, affectionately so, tolerant of high levels of pain, and bred for a unique purpose. The ivfrid is notable because from before birth all members of the species are pregnant. Ivfrids are much more comfortable lazily grazing and resting than actively foraging, but don't mind being on the move if they're carried. Freshly born ivfrids will begin to cannibalize their parent, and often the runts of the litter will follow after.
Jamberwawk's are strange and solitary terrors. They have a disposition one would regard as silly. "Bandling" around their prodigious territory. Jamberwawks observed from a safe distance are recorded as gyrating and emitting a "gurgling" roar for seemingly no reason at all. They are not very still creatures, gyrating, as mentioned, groping, and thrashing about wherever they might be. This is likely due to being blind, but possibly also just "because." Jamberwawks are often found "sloshing" their long tongues about, similarly to a snake.
Jhator are solitary hunters for most of their lifespan, scouting out prey on the wing. They dive-bomb their target repeatedly until landing a cut, scratch, or scrape with claws or beak. They then attempt to separate their prey from the ground - for smaller creatures, the jhator will simply try to lift it away; larger animals are harassed off the nearest cliff.
Jollyfish are simple, docile creatures who only seek to live in peace. They will not attack anyone unless provoked, and would likely live their lives as a non-notable fauna if not for how they defend themselves from prey, and the two exploitable effects this defense brings about.
Jollyfish defend themselves by attaching to an attacker's head. There, the jollyfish neutralizes hostile and unhappy thoughts the attacker has by consuming the negative thoughts.
While the life-cycle of a karaden is not fully documented, and this article should be regarded as incomplete what is known about the karaden could be used for extensive debate in an academic setting. The first noteworthy thing about their behavior is that the karaden does not seem to have any form of malice that they are capable of exhibiting, as even when they have "hunted" or commit cannibalism they parrot their sing-song phrases while eating.
Offered primarily as a starter capture creature for K- and N-class notails, kaws are also occasionally chosen by E- and Q-classes for their inquisitive nature and uncanny ability to find people or animals in distress. This is accomplished through the use of minor telepathy; a kaw that is looking for food or entertainment will scan the area for any mental distress signals and then flock towards any signal they pick up.
These birdlike entities nest in huge colonies in their endemic range and are capable of diving up to 10 feet underwater for fish. The water owl gets its name from explorer Welberr Kirkland, who saw the nocturnal creature with mane fluffed from afar and assumed it was some type of giant owl. Does not hoot. It makes a sound like a bear's growling or a hungry stomach's growling when annoyed (which is its normal disposition), and a mixture of hisses, honks, and roars when angry. Prefers to hunt and scavenge at night; may pry an opening in any insecure of a ship or building in order to gain access to food stores, which they may ransack and horde for themselves individually. If other water owls see where an individual water owl got food from, they may swarm on an insecure spot and deplete a whole section of an unlucky crew's or town's food supply.
One kobitte can produce enough telekinetic force to lift a spoon, and this power is applied multiplicatively when one or more kobitte exert their telekinesis on the same object. Mercifully, they use this power not for mischief but instead to help an individual's progress with their work while the workshop's owner sleeps, exhibiting considerable intelligence and capacity for tool use.
A lampbeast usually roam areas with much cover. They like to hide in plants like tall grass and bushes. They build their nests beneath vegetation, and bear up to three offspring in one litter.
Lampbeasts are generally not very social. They often roam alone in their territories. They communicate both through sounds and shifting light gradients.
Looksies are aloof and weird creatures that just float about looking at whatever attracts their wandering gaze for however long they feel before moving on to something else. Occasionally they'll "attach" to someone, following them obsessively. Being as they are immortal as far as can be discerned, this generally means the person only has the option of killing them or dealing with their silent stalker for the rest of their lives.
Lucigres are very anti-technology, and will actively hunt out any nearby sources of electricity. From this, they can discharge some stored electricity from their fur to damage the technology. Ships are advised to land far away from known lucigris grounds, as the shocks to the electrical systems could render it unoperable in times where having a working ship would really be helpful. Other than that, they enjoy lying around, bathing in the sun, sleeping, and disembowling smaller creatures that bother them like an asshole.
Lux wisps are are friendly, and affectionate creatures that spend most of their time floating about and being vaguely cheerful about it. They're drawn by "positivity" and seem to have a sense for where large groups of positively inclined beings can be found. For this reason they often congregate to places where people are having a good time, appearing during festivals, parties, and the like.
M - P
A magneto-horzz doesn't act significantly different from a typical horse. They enjoy galloping, eating, mating, all that good stuff. They tend to be more prideful and stubborn than most horses, but as a consequence make all the more loyal companions.
One of the most distinctive aspects of mallon behavior is how friendly they are, including to strangers but especially to their owners. A mallon will almost never show aggressive behavior unless it or its owner is currently being threatened, and after the threat passes it will immediately go back to a docile, sweet state as if nothing had happened. While most animals require some time to get used to a new owner, a mallon does not, and will instead immediately show affection; a complete stranger could stick their hand into a pen of baby mallons only for all the babies to waddle over and begin nuzzling them rather than being afraid or trying to hide. This is by no means a behavior restricted to babies; no matter how old a mallon is, it will always greet people with love in its heart.
When marmics are first born, they are completely mute. As they grow and pick up phrases and sentences from around them, they start to form a particular phrase or sentence that they like. This is what they will say for the rest of their lives. They do not know what they are saying, and as such most of them just say a random string of words. Sometimes, if only kept around animals and the like, marmics will instead make a sound that is a combination of multiple other animals.
Meg spend most of their time looking for food or water. They attempt to attract swarms of insects to their bush by producing attractive apple-looking "fruit" with an egg white interior that's simply irresistible to pollinating fauna of their home planet. They reproduce by laying eggs which are filled with milk. When the hard-yolk at the bottom of the egg absorbs enough milk to grow into a baby meg it will hatch.
During an encounter, monikes are not considered physical threats. Instead, the danger lies in the opponent's psyche. They are defensive capture creatures that specialize in survival, support, and status effects. Given the right training, a fanned monike is able to mesmerize through dance, similar to a hypnotist's watch. These dances are given such names as "scary face," "glare," and "confusion" and either gives the monike and its owner enough time to escape or incapacitates the target long enough for another capture creature to take charge and attack.
The morblod has no true personality outside of what the observer assigns. Most people who try to do so determine it to be a hardy and patient animal, or one too stubborn to let nature's evolutionary processes kill it off. Despite the seemingly herd animal nature of the morblod they do not care for their young and barely react to a member of the group being attacked.
Mormites are usually very excitable and love company. They show this excitement by bouncing up and down near the object of excitement. They congregate in huge packs and love to carry things on their backs.
Motxs prefer to live in areas of darkness to lower the chance of their nests being detected by predators and therefore are aggressive towards light sources. They will attempt to attack said light sources if possible. If a motx is hatched and raised in the light, it ends up being less aggressive to light sources, though will still investigate some light sources in dark areas, such as a streetlamp on at night.
Although owners usually treat mycats as a separate non cat animal, mycat will always act like a normal cat. Mycats however, have extremely parasitic tendencies, changing owners when the previous one begins to lose interest or food. This, combined with the power to deceive the people around them has turned them into a lethal weapon and an exotic pet for rich people.
Nichtendrakk are consummate hunters of the night. Sleeping during the day unless roused by some cause, they take wing in the midnight air swooping down against lesser creatures that might suppose themselves midnight predators, and unsuspecting nighttime strollers. Nichtendrakk tend to ornery and posses a malicious streak, which compels them to toy with prey before finally killing it.
Notzels are generally fairly docile breed, commonly assigned to particularly oblivious U-classes and as an R-class companion. Notzels are also occasionally released into The Woods for young Z-classes to capture as starters. Notzels are known hoarders, and often like to find a single, secluded spot to stash their hoards. Notails who are aware that their capture creature is, in fact, a notzel will often be able to sneak semi-valuable items away to trade with other notails.
Ogomi are usually rather playful and will play with each other quite often. If someone has befriended an ogomi they will usually be pestered to spend time and attend to their ogomi's active nature. Ogomi will become much less attentive and alert when they are playing, and as such, this is usually the time when predators take to attack the ogomi. When the ogomi become startled though they will instinctively "unfold" themselves to attempt and hide.
Omega bass are solitary and passive, wandering around their designated area with their mouth open, feeding on whatever sorts of things happen to have the misfortune of being in their path. They're generally not very discerning, though any non-fish organism will generally not be digested, and they never actively prey on non-fish, and are overall safe to be around so long as you don't threaten them.
Ominous floating hands are non-aggressive unless provoked, and their apparent objective is to only poke, pat, or press into at a selected individual and leave. These selected individuals are chosen by random, and could be any given person in the universe, as floating hands have been known to travel for extremely long distances just to find their victim. If attacked however, the hand will retaliate by punching and/or slapping the aggressor, however attacks are rarely fatal and in worst case scenario will knock someone out.
A juvenile polycephlax will imprint upon its owner and be a devoted but mostly useless companion until it is allowed to grow to its full size. It is trained relatively easily at this stage, obeying verbal commands like "charge", "bite", "stop", "point", and "high five (with your face)".
Once fully matured, it remains loyal to its owner and lunges indiscriminately at anything which moves, smells or sounds out-of-the-ordinary within its striking range.
Despite their plentiful amount of eyes, polydextrols have been genetically altered to rely on their keen sense of smell and hearing which, due to the side effects of selective breeding, resulted in near-blindness. These animals are also prone to random fits of rage or fear, and if not quickly pacified by their owner, their sense of smell will shut down, hearing dulled, and their eyes "reactivated", suddenly they are able to see with far more clarity than ever, thanks to genetic tampering, thus scaring them further.
When in the wild, poppers will often hop around until they locate something slow and large enough it can ride on. The popper will then ride along with the creature, following it until either the popper or the creature are deceased. The reason for this behavior is unknown, but is suspected to be related to how poppers obtain sustenance. Poppers are group animals by nature, and will preferentially choose entities that also travel in packs. Poppers are not very effective at fighting, something which explains why few poppers are seen in the wild today.
Poppins are known for praying upon children as well as being extremely patient predators. This comes in handy when grooming themselves into a suitable disguise or waiting for a chance to strike vulnerable and unaware prey when they're at their plumpest. After a poppin has groomed its coat it will move to a location where it is likely to be noticed by a child or parent for adoption, or will sneak into a home with a child and hide among their toys.
Herd animals, this omnivorous species lives in packs. With their diet mostly comprising of meat, and having evolved on a planet where their prey was inevitably predators much bigger than they were, the species learnt to communicate to one another in clicks and whistling whickers to take down their food. While seeing a preltyas can be cause for concern, especially since generally seeing one means there are even more waiting in the wings, the equines do not usually hunt most sentient organic species as they tend to be much smaller than their instinctively preferred prey.
Q - T
Quelidaks are single-minded predatory creatures. Displaying little in terms of social or non-hostile behavior in the wild, they have an obsessive focus on their chosen prey. They methodically stalk said prey with a keenness that borders on sapient, yet possess a thoughtless remorse comparable with a mindless killer. They are particularly keen on hunting slimes, hence the name, and in particular galoopers.
Runicates are given to notail children shortly after hatching. They imprint on their owners for life, able to detect them by smell and touch. If a runicate picks up the scent or feels the touch of anything but its owner, it will lash out and try to bite. For the first few years of its life this is harmless as runicates are too small to do any damage, though it grows more of a problem with age, encouraging owners to isolate themselves.
Left to their own devices, sangoisse are content to drag themselves across seabeds, sifting through sand and filtering out food particles. They will travel in a straight line for many hundreds of miles as long as there is no obstruction and seem irritated when forced to turn themselves around and face a new direction when blockaded by a cliff. They do, however, tolerate (or not notice) being gently steered in large circles by a cable wrapped around one foot or the like, which makes the threat they pose to coastal settlements manageable. Their ability to rapidly grow coral earns them particular respect among populations who rely on reefs and atolls for habitation or economic prosperity. Thanks to their disregard for small animals swimming around it or sheltering about its growths, sea angels are ideal close-range handlers and wranglers of these beasts.
Sappers are systematic, operating solely on a preprogrammed set of "instincts" that send the sapper to collect energy from nearly any kind of power source. It's main targets are that of large AIs and even larger ships, those that may not realize that they have been leeched of their power before the sapper can make it's escape. In addition to stealing increments of energy from their targets, they often leave behind what is thought to be a virus, where as AIs often report to feel a sort of phantom 'itching' sensation where the sapper had punctured their shell, regardless of whether the AI can feel physical sensations or not.
Scarvies are pack animals. They are often seen living and hunting in groups of around six. Usually the couple last members of a pack have sneaked their way in the group. Despite being carnivorous pack-hunters, the alpha of the group is almost always the most clever of the pack rather than the strongest. Scarvies don't care about gender when they choose an alpha. Nevertheless, one trait they do share with most pack-hunting species is preferring ambush tactics. They like to strike on unsuspecting prey from the shadows or at least by flanking them. Most of the time, they will leap at stationary prey in order to attack them with the large claws on their legs. However, this is not their preferred method of attacking.
Scholar otters, as this article describes them, are an advanced form of a more common and mundane fauna. It used to be that they were just a bottom of the barrel capture creature, usually only taken for their cute appearance or because there wasn't anything else better. They were mainly used to scavenge for materials underwater, and weren't of much use otherwise due to their reliance on water. It wasn't until recently that they developed intelligence, and have rapidly evolved to become more capable of terrestrial living, which has enabled them to become much better hunters.
Starting its life as a two-foot-tall chick, the seizing bird takes one year to reach adulthood and be a humble four feet tall. At this point in their life, they are known as petit mals. Stocky and fairly durable for a bird the petit mals are quick on their feet and chase down any prey they can. They are not keen on sharing with their owners though. Seizing birds are made for T and L-class notail kids, with the former being the main audience.
Sensprays are a capture creature that has been bred by the notails for usage as a starter for J and Q-classes. They are commonly remarked to be a highly dangerous and untrustworthy animal due to this, and most adult Z-classes will tell you that it's not an issue with the animal but a feature. Almost all sensprays start their life curious, and will crawl all over their owner. Rarely they will give gentle love-bites before going back to nuzzling and fawning over whoever is holding them.
They just kind of shamble around, looking for food and other shambling messes. They mostly blob about horizontally, though they can straighten themselves up tallways to overcome sheer vertical faces by simply reaching up top, anchoring themselves there, and sucking all of their mass and organs upwards.
Shellkers are gentle giants till provoked. For most of their lives they are immobile, stuck into the ground and waiting for unwitting prey that would pass them by. They can go several months without food in this state and move only when it seems beneficial to do so. Shellkers are scavengers by nature and can eat pretty much anything without much issue. Shellkers have been known to occasionally fish on the coasts for fish with their long tails, however it is very rare one would see a shellker out so far from their cozy desert habitat. Since shelkers cannot handle extreme cold, they have an aversion to it.
The males and females both behave very differently. The males generally lounge around sleeping all day. The males, before sleeping, will generally get twigs and leaves stuck in their fluff, so they look like large bushes. If this tactic of camouflage doesn't work, they will start to release a sort of sleeping gas. After the predator is asleep they will run away. The females roam around in search of food. Females tend to be more aggressive and willing to fight than males. Shleep do not find nests, rather, the males act as nests, keeping the babies hidden in its fluff.
On their home planet tunnelers mainly fed on cave moss and insects, but once introduced to other planets they became invasive and very large pests. Many took up residence in sewers where their powerful digestive systems allowed them to eat almost anything that fell down, including most plastics and unfortunate maintenance workers. At night they surface to hunt and forage, which while mostly harmless to sapients on Didni Wurl became dangerous indeed in other planets' cities.
Skidil use their tail to carry their children, keeping themselves and their children warm during cold weather, or even storing small trinkets they find in their fur. They're more often than not crepuscular and are most active at dawn or dusk, being viciously protective with their trinkets and children. They're known for adopting unattended babies of other species and raising them among their usual number of two or three children, not letting anyone take even their adopted babies.
Space bears are a genetically engineered species originally meant for circus performances, that has somehow escaped and survived in the wild. This makes them very docile despite being predators, space bears simply fly around space, minding their own business and hunting smaller space fauna. The space bear's biggest obstacle between itself and survival is its convoluted mating ritual. The male space bear will fly down to a planet, leaving pheromones and to try and lure a female space bear to the planet, and staying there until its cubs are born. They become extremely aggressive during this phase, and because space bears are rare and space itself is huge, it may be decades until another space bear finds them, making space bears a nuisance when they decide to nest near civilization.
It acts mostly like a llama, except for the fact that it goes wherever it wants, does whatever it wants, ignores any and all attempts too, actually that's still just a normal llama, it spits at people and everything. The main distinction between normal llamas and space llamas is that they're very solitary, or at least, no more than one has been at a time.
Space tuna are skittish detritivores that mostly try to hide away from other space creatures for fear of being eaten. They can live entirely off solar rays, though they mature much faster if they are able to eat dead space fauna. Space tuna rely on the brain power of other tuna and can only function and survive when there are three other space tuna nearby. Groups of less than four tuna die off and any tuna in a group beyond the first four will die off and get eaten.
As stated in the physical description section of this fauna's article the space peanut bush is able to be summarized as unassuming despite their nature of being an ambush predator and ambulatory plant. Colloquially it's docile behavior is phrased as "shaky bush likes dancing" and to the casual observer there is nothing worth mentioning outside of this statement.
In their cute form, stakils will usually be found either sleeping or hiding from predators. They will sometimes approach their prey in this form in order to get as close as possible before they transform. While they aren't as strong as other predators, they are considerably more intelligent. They are notorious for ambushing their prey, and occasionally lead them into a corner, so they cannot flee. They will sometimes leave infants or children of their prey alive, so they can fatten up and have more meat on them when the stakil does kill them.
Once a pack of stellar drakes has consumed a star, they disperse in random directions to seek their next meal. This can take them very long periods of time, and wandering stellars have been known to descend upon herds of solar deer to satiate themselves until reaching their next star.
The tailmic is a capture creature for G-classes and U-classes. It is by far the most common capture creature, as it freely roams many, if not all, notail settlements. Notails seem to have a kinship, or at least a strange and extreme tolerance, with tailmics and will do nothing as they casually come over and eat food, sometimes even out of the hands of a notail. If a notail is ever annoyed by a tailmic they gently place their hands on their heads and push them to let them know they don't want to be bothered. This action rarely happens though, instead, tailmics live inside the houses of notails, wander their stores, even crawl around their labs undeterred by anyone.
Most tallgoats are seen at a distance, through fog, behind trees, standing still, simply watching whoever sees them. The moment one looks away from the tallgoat, however, it is liable to have vanished upon looking back. These tallgoats tend to follow their spotters around until they leave the area, and sometimes even beyond that. Despite this, they rarely mean harm, and simply find people interesting. Many a visitor to Cth'Leoth has accidentally adopted a tallgoat pet, as it can be hard to be rid of one that finds any one person particularly notable.
The common tame tentider of today has been bred from its ambush predatory brother, the wild tentider, which had long arms to grab and stab anyone who went inside it for cover. The tentider of today lacks these arms, and other than kicking things it doesn't understand with its long legs, is completely harmless to the common notail.
Thorn heads are fairly unremarkable in how they act. Thorn heads have been perfected to the point that the only thing needed to befriend one is to find one without an owner and offer it food. Some thorn heads that lose their owners will even seek out others and instantly bond to them, following them around to the distress of the unwilling owner. Thorn heads may accidentally maul any other creatures who get near their owner, believing them to be attacking animals, as such thorn heads are highly not recommended for owners who plan on having other non thorn head creatures.
Tohitas are a swarming animal, travelling in large groups of between a thousand and ten thousand, with the exception of mating season. During this time every swarm in an area combines to form a megaswarm of up to a million insects, all flapping brightly coloured dust around. Tohitas are mostly harmless to large sapients, though fairies and other similarly-sized beings should beware collisions with large swarms.
Trainhemoths wander around sniffing out coal deposits and will dig through the ground to reach it. It will then mark that area as its territory until the coal runs out, at which point it heads off to find more coal. Outside their territory, they are relatively docile and tend to ignore things smaller than them. Generally, the only time they become violent is when they are attacked, or when another trainhemoth tries to claim its territory.
The turble is fiercely loyal to its owner, ready to follow them anywhere and give its life for them at any moment. They can be instructed to extend their legs and shell stalk on command, making them convenient companions for carrying extra baggage. Their shells make somewhat effective blunt weapons, but at their size they're hardly the best option for defense. They are, however, easy to feed and low maintenance, rarely showing discomfort or demanding anything. They rarely even make any sort of noise. Intelligent creatures, they can learn and readily respond to numerous commands without fuss, making them efficient helpers in W and G-class lines of work.
Twachis do not have any AI of their own whatsoever; all of their actions must be programmed in by their owners, or else they will not act. As such, they are typically given to P-rogrammer class notail children in order to train them for their future jobs in making notail tasks more efficient. Twachis come with certain functions preprogrammed in, but these are incredibly limited and simplistic; an example might be "take a single step" or "bend arm 1."
U - Z
To understand the unicorn, one must first understand its history. Studies into the unicorn's past show that the unicorn wasn't always a male-only species, and in fact, they had once roamed the landscape, galloping across plains, investigating forests, and showing off in gardens just like horses did. One main male and his herd. It is hypothesized that unicorns had been psychic mind readers even back then. Unicorns would use their powers to see if other unicorns were friend or foe, or in an attempt to warn them off.
Vee's are communal creatures by nature, living in hives containing anywhere from eighty to several thousand vee at a time. How large the colony is depends on the region, with areas with more wildlife containing larger colonies of vee. When a vee colony reaches full capacity, members the hive can no longer support will leave to either start a new colony or join a colony that can support the extra vee.
Younger voracious frogs start hunting early in life, lurking on ceilings, waiting to drop down. Due to how silent they are most creatures never see it coming. It'll eat flesh and plant with not a single thought in its mind. Anything that looks like food is food. Later on in life, the voracious frog will roam, looking for trees and carrion to strip clean. Often bigger than an elephant, moving voracious frogs are easy to spot.
Wardens appear occasionally near places where lots of people have died, such as battlefields, the sites of disasters, and hospitals. They float around and hide in closets and closed boxes, as well as some other behaviour specific to subspecies. Wardens are non-hostile, even in self-defense, and will always attempt to flee if physically attacked.
Zeberbils are docile creatures and most will never use their fearsome power to hurt someone they know to be a friend. However, if something ever threatens a zerberbil, the zerberbil will consume it with no hesitation. Even the slightest provocations such as walking too loudly can cause it to try and consume you.
A bumbling and dopey, but nonetheless concerning predator of the air, zumblesnatchs are awkward creatures that bumble about in the air searching for any sort of prey. When they do locate such prey their methodology is quite simple; They swoop down, scooping up the creature in their large groping hands, and then upon flying up to a suitable height, simply drop it. As most creatures are incapable of surviving significant heights, this is a fairly effective strategy in spite of its lack of delicacy or cleverness.