Wow, sporey licious. Im in for this. I shall now list my creatures awesomes. (Be warned, I did not make this to sound quite so un-pc as its turned out to be
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Name: Jhiar'd
Location: P-18, O-17, Q-17, R-16
Description: The Jhiar'd are a race of giant sentiant insects that live in the dense forests of Harzoor (Thats what my race has named their home). The race is split down into several 'sects', the 'Worker' bug comprises the majority of the population and does the menial work supporting the 'Mother' and 'Warrior' bugs. The workers are relatively weak and have spiked hind legs (for grip) and a mandible on each forward leg to provide manipulation of foods. The 'Mother' bugs are large fat soft slug like creatures whose sole purpose is to provide eggs for the colonies. 'Head' bugs are the genetic stalk of the colony.While larger than both workers and warriors and coming with 6 legs and 2 maninpulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.
Diet: Omnivores
Life Span: 6 years. (2% as children)
Evolutions:
Senses 3:3EP - The bugs are mostly blind, reacting to movement, sound and smell with their antenna. Although warrior bugs do have a slightly increased ability to see clearer detecting changes in colour aswell.
Language 5:5EP - They chirp and sing to each in a high pitched noise expression most emotions and conversations. The Heads have another vocal cord which allows them to send an ultralow frequency single that can be picked up by every bug touching the ground within a mile radius. These are usually used for warnings of attacks, need for contructions or rallying of troops. The bugs also have a very primative written for of expression that is carved or painted into walls to instruct of terriotories and warnings.
Hierarcy 9:9EP - The colonies are organised into seperate sections all providing the most efficient work they can. Heads are always incharge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed (after attacks, colony splitting (The process of a formation of a new colony) )as not to waste resource and energy.
Genetic aquisition 6:6EP - The 'Head' bugs can aquire genetic material from fallen prey. This is done in the form of eating living DNA and mating with the mother bugs to produce a new set of bugs. New material (Other sentient creatures for example) comes extremely rarely and a usual Head won't see any worthwhile genetic harvest. Although once harvested it can have a varied amount of effects, ranging for general benifits i.e increased speed, strengh, or the understanding of a new species.
Fast breeders 6:6EP - Although short lived, the Jhiar'd replace their population fast when needed.
Constructions 5:5EP - The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communial barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defence aswell.
Sect specialisation 8:8EP - Each sect does what it does to the best it can do. Workers are weak but can manipulate the enviroment (farming, chopping, fishing) while mothers produce alot of eggs. Warriors are tougher and can hurt things more.
Warrior claws 6:6EP - Warrior bugs have powerful claws .
Worker claws 2:2EP - Work bugs have not so powerful claws.
Weaknesses:
Very few 'Mother' bugs, about a dozen per colony. If they're murdered or die off then the colony will surely fail.
If you cut of the antenne, then you've effectively killed off the bugs senses.
Head bugs get extremely defensive over 'their' land, usually resulting in the majority of Heads to die before a new colony is founded.
Because the heads are the controlling bodies the lack of them can cause a colony to go into dissarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering thier own kin. etc. etc.
[EDIT: Acctually, no tools just claws!]
[Second EDIT: Weaknesses added]