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
The Albuquerque Starport
MM2
Dragon 98 - Ares Section June 1985 - GW2
GW08 Module
Dragon Magazine 108
Master's of the Earth Campaign: MA-1 The Trials
1st Edition
Polyhedron 144
GW05 - Rapture of the Deep
Polyhedron 15
0th Edition - Metamorphosis Alpha
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6th Edition - Machines & Mutants
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GW07 Module
Famine at Fargo 7th Edition
GW06 Module
Dragon Magazine 113
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Polyhedron 03
GW09 Module
6th Edition - Beyond the Horizon
5th Edition
2nd Edition
6th Edition
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
3rd Edition
GW02 - Famine in Far-Go
The Barracks Raid
Trouble in Freesboro
GW10 Module
Dragon Magazine 126
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Polyhedron 27
Badder to the Bone II
GW05
GW03 - The Cleansing War of Garik Blackhand
GW06 Module, MM2
4th Edition
Polyhedron 14
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 130
Dragon Magainze 130
Badder to the Bone
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
Masters of the Earth Campaign: MA-2 The Town of Boze
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Dragon Magainze 085
Polyhedron 10
Dragon Magazine 104
Polyhedron 44
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