Clicker Fish «Flipp»

Creature Metadata
- Reported By
- William Tracy
- Source
- Dragon 98 - Ares Section June 1985 - GW2
- Role
- Monster
- Base Stock
- Bottlenose Dolphin
- MCC Stat Block
- Flipp 'Clicker Fish' (2d4 (5)): Init +3; atk ram melee +1 (1d6); AC 18; HD 4D7 hp 16 each; MV Swim 45' ; 1d20; SV Fort +0, Ref +1, Will +2
- Mutations
- Actual Metamorphosis, Directional Sense, Dual Brain, Empathy, Heightened Hearing, Heightened Intelligence, Intuition, Radar/Sonar (improved over natural talent), Sound Imitation, Temporal Fugue, Time Distortion, Time Manipulation (see description), Time Suspension
Combat & Physical Stats
- Number Appearing
- 2d4
- Morale
- 6
- Hit Dice
- HD 4D7
- Armor
- 8 (AC 18)
- Size
- Medium 2 Meters Long
- Movement
- MV Swim 45'
- Attack
- Ram melee +1 (1d6)
Ability Scores
- MS:
- 16
- PS:
- 10
- IN:
- 16
- DX:
- 15
- CH:
- 11
- CN:
- 10
Ecology & Logistics
- Frequency
- Rare
- Organization
- Familial Pods
- Activity Cycle
- Day
- Diet
- Plants and Small Fish
- Habitat
- Ocean
- Tech Level
- 1 - 6
- Artifacts
- Unknown
Description (Initial Observations): The flipp's true physical form has not changed at all from its ancestral dolphin shape. Like its ancestor, it attacks by ramming victims in the water at high speed with its snout.Though these intelligent mammals have no technology, they possess their own culture and society. They have been known to save Pure Strain Humans and humanoids from drowning, though they are indifferent to the plight of mutated animals. Flipps have never joined the Zoopremisists alliance.Flipps have been known to use their Actual Metamorphosis mutation to join parties of land dwelling adventurers that they have befriended. Of course, they must somehow acquire weapons and clothing on their own. If turned into their true form (as per the Actual Metamorphosis mutation), they will take 4 points of damage per round while they are out of water, until they are able to assume a new form or reach a water supply to keep their skins from drying out.Only 2% of flipps encountered will have the Time Manipulation mutation. For many years, flipps have been trying to improve their time related abilities through selective breeding so that flipps with Time Manipulation can attempt a series of time jumps to reach a period before the Social Wars. There they try to warn humans in an attempt to alter history, but apparently they are not being taken seriously since the future Gamma World still exists. Still, all the flipps with Time Manipulation will eventually try to go back and warn of the danger to come.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- Behavior modeling incomplete
- Repair & Healing
- Behavior not recorded
- Society
- Anthropological studies incomplete
Additional Creatures
0th Edition - Metamorphosis Alpha
1st Edition
2nd Edition
3rd Edition
4th Edition
5th Edition
6th Edition
6th Edition - Beyond the Horizon
6th Edition - Machines & Mutants
Badder to the Bone
Badder to the Bone II
Dragon 98 - Ares Section June 1985 - GW2
Dragon Magainze 085
Dragon Magainze 130
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 104
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Dragon Magazine 113
Dragon Magazine 126
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GW07 Module
GW08 Module
GW09 Module
GW10 Module
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