Noble Crab:
A four legged creature slightly larger than a Grub with two large claws that act as shields and can help it manipulate its environment to a degree, these are studded to improve their function as melee weapons. This creature has a carapace which is durable and not terribly reactive covering its surface, protecting it from corrosion and catching fire. Its main ability is to rapidly expel a cold (chilly) gas which doesn't react with anything, and is heavier than air. This gas is basically an anti-catalyst for most reactions and can impede corrosion and explosive reactions alike, along with fire. This makes the Noble Crab a walking anti-fire zone, and highly resistant to corrosion.
With points to DGR.
Noble CrabA four legged creature slightly larger than a Grub with two large claws that act as shields and can help it manipulate its environment to a degree, these are studded to improve their function as melee weapons. This creature has a carapace which is durable and not terribly reactive covering its surface, protecting it from corrosion and catching fire. Its main ability is to rapidly expel a cold (chilly)
breathable(in that our creatures are fine/healthy breathing it) gas which doesn't react with anything, created and stored in it's body and released through natural vents in it's shell.(which slope down to prevent liquid from getting in when active) This gas is basically an anti-catalyst for most reactions and can impede corrosion and explosive reactions alike, along with fire. This makes the Noble Crab a walking anti-fire zone, and highly resistant to corrosion. It maintains the Ganglia Nodes and Psionic Core of the grubs, making it quick in melee with it's claws, and it's chitin-covered feet are rough enough to grip. It also means it's environmental manipulation and gas use is definitely finer as a result of being able to see and think.
KovaskThe Kovask is a streamlined grub with quick-beating wings, and a gaping maw which can swallow things whole. It's digestive system remains as robust as the grub, and with the nodes throughout it's body, fairly useful for scouting. The main change is that the nodes for it's brain are merged with the Psionic Core, allowing finer control of it's sight. Instead of detecting it's surroundings, it instead reads the light that hits it's body to form a map of the terrain around it from that light, much like the eyes of other creatures. It's main defense is reaction to incoming movement and taking large bites out of them; thankfully it has the intelligence to note the difference between things.
Noble Antiver
The Noble Antiver is an evolution of the Rozer, being about twice as large. It's evolved multiple legs and taken on the characteristics of a giant ant, with nodes and ganglia through it's body granting it intelligence. The addition of the psionic core also grants it sight. Capable of great strength and with strong jaws and thick armor, it leads the Rovers in their operations. The big advancement however has to be the telekinetic field it can emit, pushing back toxins and corrosion, leaving clean air around it within it's range. Like it's lesser brethren it can produce the same slimes from it's backside, though in greater quantiles.
Barrier CrabA four legged creature larger than a Grub with two large claws that act as shields and can help it manipulate its environment to a degree, these are studded to improve their function as melee weapons. This creature has a carapace which is fairly durable. It maintains the Ganglia Nodes and Psionic Core of the grubs, making it quick in melee with it's claws, and it's chitin-covered feet are rough enough to grip. The main evolution is the Psionic Core has grown larger to match it's new size, and now has a new effect beyond it's increased range. It can use a telekinetic field to push gases and liquids around, as well as assist in moving heavy objects with it's claws. This mostly takes the form of a cycling effect, keeping clean cool air close as a shield against the heat and environment. With liquids it can produce a telekinetic shield to block it, and/or keep shifting solids from moving if they don't have much momentum behind them.
Locust: (1) Taricus
Kovask: (0)
[High-Moderate to Hard]Barrier Crab: (1) TricMagic
Barrier Crabs, the first step towards beating the environment through psionics. Even if the roll causes a flop, the mutation you can get out of them will help everything in the line at least.