Guides
Subnautica 2 Creatures Guide: Biomods, Fauna, Scans
Quick Answer
Use the biomod scan planner first. Pick a target, check risk and scan value, classify behavior, oxygen margin, cargo risk, and co-op setup, then decide whether to observe, scan, mark danger, retreat, or return later.
Biomod Scan Planner
Choose The Biomod Before You Risk The Scan
Filter by active/passive biomods and risk, then pick a scan target that is worth the oxygen, cargo, and predator pressure.
Choose a target whose biomod value is worth the route risk; leave high-risk scans for a prepared vehicle or co-op watcher.
- Medium risk: scan after one movement cycle.
- High risk: mark the route and return prepared.
| Scanned | Biomod | Scan target | Value | Route | Retreat advice |
|---|---|---|---|---|---|
| Dashactive / low | Default slotBiolab / default biomod slot | Emergency dodge and scan escape | starter setup | Keep it equipped for first dangerous scans. | |
| Pathfinderactive / low | Default slotBiolab / default biomod slot | Route breadcrumbing | starter setup | Use it when a cave or wreck route is still unreadable. | |
| Sonic Echoactive / very high | Collector LeviathanBioscanner + Biolab | Ore awareness after a high-risk scan | Sparse Plains patrol | Mark the sighting, leave first, and return with vehicle support and empty cargo. | |
| Electric Dischargeactive / medium | Electric GeordieBioscanner + Biolab | Predator deterrence while swimming | Power Plant / thermal | Scan from distance and leave after the scan; do not test it as Tadpole defense. | |
| Chum Cloudactive / medium | Toxic Sponge + HoundgarBioscanner + Biolab | Creature distraction route | sponge and Marrowbreach warning | Treat Houndgar as a warning marker before treating it as a scan target. | |
| Sea Skimmerpassive / low | Default slotBiolab / default biomod slot | Faster repeat swims near surfaces | starter setup | Keep if it shortens safe resource loops. | |
| Oxygen Controlpassive / low | Default slotBiolab / default biomod slot | Still scanning and controlled cave movement | starter setup | Use when reading routes or scanning calmly matters more than speed. | |
| Heat Tolerancepassive / high | Story / heat routeStory progression, not normal bioscan | Hot-zone resource and route gate | thermal route | Do not turn heat zones into cargo routes until this gate is clear. | |
| Bioluminescencepassive / medium | Sandspear + Electric GeordieBioscanner + Biolab | Dark cave visibility | thermal and Power Plant | Scan only after survival and vehicle blockers are solved. | |
| Camouflagepassive / high | BulletheadBioscanner + Biolab | Predator avoidance | Karakorum predator | Return later with route marker, oxygen, and no rare cargo. | |
| Water Retentionpassive / high | Coral CrabBioscanner + Biolab | Water management | coral pressure | Delay until safer targets are complete. | |
| Homing Sensepassive / high | Surge Jelly + HammerheadBioscanner + Biolab | Navigation and return support | jelly and Hammerhead routes | Scan the safer target first and delay Hammerhead until the route is calm. | |
| Threat Sensepassive / medium | HoverthornBioscanner + Biolab | Threat warning for repeated routes | Hoverthorn route | Good after Bioscanner if oxygen and exit are stable. | |
| Dermal Gardenpassive / high | Needler MangoBioscanner + Biolab | Slow food generation | Needler route | Return with oxygen and a visible escape path. | |
| Slow Metabolismpassive / high | Nibbler Mango or EpicureanBioscanner + Biolab | Food drain reduction | predator / Mango route | Scan without chasing and leave if the target pulls you from the exit. | |
| Water Secretionpassive / medium | Water SlugBioscanner + Biolab | Water support | organic route | Lower-risk utility scan once Biolab exists; keep the exit visible. |
No matching biomod. Clear search or filters.
Patch Retest Board
Check What Needs A Current-Save Retest
Use this after a patch or a long break. The board points to materials, routes, creatures, and vehicle behavior that should be confirmed before spending rare goods.
| Watch item | Systems | Rows | Player action |
|---|---|---|---|
| Early Access patch watch2026-06 / needs-retest | resources, crafting | silver, system-chip, tadpole-dock | Recheck Silver route density and keep raw Silver flexible until the next electronics or vehicle need is visible. |
| Rare material route watch2026-06 / needs-retest | resources, vehicles | troilite, atacamite, mangalloy-ingot, photovoltaic-charger | Treat Troilite and Atacamite as bank-first materials until your save confirms the recipe and route. |
| Vehicle safety watch2026-06 / needs-retest | vehicles, creatures | tadpole, power-cell-route, damage, hammerhead | Run an empty Tadpole test before rare cargo if vehicle damage, creature pressure, or power behavior changed. |
| Scan route watch2026-06 / needs-retest | creatures, biomods | electric-geordie, sandspear, hoverthorn, homing-sense | Scan one target per trip and leave after the scan until current creature behavior feels repeatable. |
| Base and route watch2026-06 / needs-retest | base, map | moonpool, tadpole-dock, power-plant, old-habitat | Recheck Moonpool clearance, route markers, and power support before treating old route notes as routine. |
Subnautica 2 creatures are not just background danger. Use the Biomod Scan Planner above to choose a target, compare scan value against route risk, and classify behavior, cargo risk, oxygen margin, and co-op setup before moving closer. Fauna, mobs, and monsters shape the map, control resource risk, and decide when a dive becomes too expensive.
Mark the encounter in the map guide, decide whether a vehicle route is safer than swimming, and check the resources guide before risking rare cargo near an untested threat.
Creature names, behavior, and danger values may change during Early Access. This page focuses on survival habits and scan decisions that stay useful while live details settle.
Quick Answer
Do not rush the scan. Watch the creature, decide whether it is passive, avoidant, territorial, or hostile, mark the biome, identify an exit, and approach only when you have oxygen margin. Use the biomod planner and copy button above for a quick co-op callout when the route needs a clean retreat.
Bestiary Field Table
Use this table until exact creature names, biome entries, and damage values are confirmed in the current build.
| Creature type | First behavior to watch | Scan timing | Avoidance rule | Route note |
|---|---|---|---|---|
| Passive fauna | Ignores the player or flees | Safe after checking oxygen | Do not chase into caves or deeper water | Good for learning movement and scale |
| Avoidant creature | Keeps distance or reacts to approach | Scan only if it loops predictably | Let it flee instead of forcing contact | Record where it runs or hides |
| Territorial threat | Guards a path, resource, or cave edge | Return with a clear exit and better margin | Mark the boundary and route around it | Treat nearby resources as risky |
| Hostile monster | Charges, follows, or ambushes | Do not scan on first contact | Retreat first, study later | Add a danger marker and return with support |
| Unknown scannable | Scanner reacts but behavior is unclear | Wait one full movement cycle | Leave if oxygen or visibility drops | Add a field note before naming it |
What Not To Trust Yet
Creature pages become low-quality very quickly when they invent names, damage numbers, or spawn locations. During Early Access, publish only what can be checked in the current build.
| Claim type | Safe before verification? | Better approach |
|---|---|---|
| Exact creature names | Only if seen in-game or official material | Use descriptive field notes until confirmed |
| Damage values | No | Explain risk behavior and escape habits |
| Spawn coordinates | Only after live checking | Give biome and landmark context |
| Best way to fight | Usually no | Teach avoidance, scanning, and route planning first |
| Co-op tactics | Yes, if framed as habits | Focus on callouts and regrouping |
Field Note Template
Use this when you meet something new.
| Field | What to write |
|---|---|
| Creature description | Shape, color, size, sound, movement pattern |
| Location | Biome edge, landmark, route name, rough depth if known |
| Behavior | Ignores, flees, patrols, follows, charges, ambushes |
| Trigger | Distance, light, scanning, resource gathering, entering cave |
| Escape path | Which wall, landmark, or route gets you home |
| Revisit plan | Better oxygen, second player, vehicle, or later patch check |
Good creature notes make a dangerous route repeatable. Bad creature notes just say “big thing near cave.”
Creature Response Ladder
| Stage | Action | Goal |
|---|---|---|
| Observe | Watch movement from distance | Learn whether it patrols, guards, flees, or ambushes |
| Mark | Note biome, depth, and landmarks | Make the encounter repeatable |
| Scan | Approach only with an exit path | Capture info without overcommitting |
| Retreat | Leave before oxygen pressure rises | Avoid panic deaths |
| Return | Bring better gear or a vehicle later | Turn danger into a planned route |
Danger Signals
| Signal | What it usually means | Response |
|---|---|---|
| Sudden sound change | A threat or biome transition may be near | Slow down and look around |
| Creature guarding a path | Resource or route may be valuable but risky | Mark and return later |
| Tight cave movement | Escape path is limited | Do not scan unless oxygen is high |
| Repeated attacks near one landmark | That area needs a hazard note | Route around it or stage gear nearby |
Co-op Creature Calls
In co-op, creature danger becomes communication danger. A player who screams “big thing” is less useful than a player who says “large creature, north wall, near red plants, retreat to base route.” Agree on short callouts before deep exploration.
| Callout | Meaning |
|---|---|
| ”Mark only” | Do not engage or scan yet |
| ”Safe scan” | One player scans while another watches oxygen and route |
| ”Hard retreat” | Stop gathering and leave immediately |
| ”Return later” | The area needs better gear, not bravery |
Scan Discipline
Scanning is useful only when it does not turn the dive into a recovery mission. Use a simple rule: if you cannot name your exit, do not scan yet. If you are carrying rare materials, bank them first. If oxygen is already pressuring you, leave and come back.
| Before scanning | Why |
|---|---|
| Check oxygen margin | Prevents panic pathing |
| Face the exit once | Makes retreat automatic |
| Watch one full patrol cycle | Reveals whether the creature loops or reacts |
| Drop or bank rare materials | Lowers the cost of mistakes |
| In co-op, assign a watcher | One player scans while another watches route and oxygen |
What To Check
| Note | Example |
|---|---|
| Biome | Mid-depth cave edge |
| Creature behavior | Patrols near opening, reacts to close approach |
| Resource nearby | Unknown node behind patrol path |
| Escape path | Return along left wall, avoid lower tunnel |
| Next step | Bring vehicle or second player |
When to Return Later
Leaving is not failure in Subnautica 2. If a creature blocks a route, the smart move is often to mark the area, gather safer materials, craft the missing upgrade, and come back with better oxygen or vehicle support. Early Access survival is about reducing repeated losses, not proving you can force a scan under pressure.
| Return later if… | Reason |
|---|---|
| Oxygen is below your comfort margin | Panic swimming causes bad decisions |
| You do not know the exit | Creature pressure plus bad navigation is deadly |
| The creature reacts before you scan | Behavior matters more than curiosity |
| You are carrying rare materials | Bank resources before risky scouting |
Creature Notes For Guide Updates
Treat creature notes as reliable only when they include the same current-build details: name, biome, behavior, scan risk, escape habit, and whether the creature blocks a resource route. Use damage values only when they are tested in-game or officially documented.
| Field to record | Trust it when… |
|---|---|
| Name | The scanner, log, or official material confirms it |
| Biome | The route has been checked in the current build |
| Threat level | Multiple encounters support the pattern |
| Best response | Avoidance, scan timing, or gear need is clear |
Creature Checks To Keep Separate
Once live names and behaviors are stable, treat the most dangerous creatures as separate problems: biome, behavior, safe distance, scanning advice, and whether avoidance or route planning is the better answer. Do not trust copied creature notes unless they show the build and location where the behavior was checked.
Related Pages
- Subnautica 2 Map for marking danger zones.
- Subnautica 2 Biomes for biome risk staging.
- Subnautica 2 Co-op for group survival rules.
Sources
FAQ
What creatures are in Subnautica 2?
Use the current build, scanner entries, and official notes for exact names. This page helps you classify fauna, mobs, and monsters safely before trusting a fixed list.
Are Subnautica 2 mobs and monsters the same as creatures?
Players use those words loosely. For route planning, separate passive fauna, avoidant creatures, territorial threats, and hostile monsters by behavior instead of name alone.
How should I approach new creatures in Subnautica 2?
Observe from a safe distance, scan only when you have an escape route, and record the biome before returning.
What should I scan first in Subnautica 2?
Scan safe or predictable creatures first, then return to dangerous ones with better oxygen, a clear exit, or a co-op watcher.
Should I fight creatures in Subnautica 2?
The safest early habit is avoidance and route planning. Survival value usually comes from knowing when to leave.
What is the biggest creature mistake?
Players dive closer to scan without enough oxygen, stamina, or a clear return path.