Out into the wilds of the universe.....
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.
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.
Crovicks are a burrowing species that creates long tunnel systems with others of its kind. They occasionally surface to explore or graze, but nearly every crovick will emerge to open air in the presence of a thunderstorm. It is then that any charged crovicks of the herd will surge their electricity.
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.
Like most bio-machines, the dan'gersign has very little to do. It sits completely still until it senses a dropped liquid or food item. Inching its way to its destination, if the spill is not cleaned up, it will consume it, polishing the floor's surface with its thin layer of fuzz as it does so. This bio-machine doesn't just devour the inanimated but will go after bugs and small mammals if given a chance.
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.
While aggressive towards strangers and intruders, they are loving creatures. A young dwelya, if found early enough, can be tamed very easily. Having some prey or meat, in general, is enough to deter them from aggression as they are treat incentive creatures. They can learn tricks reasonably fast and quickly. Eager to please as long as there's some food in their face.