Forever (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Stand User class and Medium Beast background, and as such does not follow traditional CR.

Forever[edit]

Medium beast (Orangutan), neutral evil


Armor Class 17 (natural armor)
Hit Points 63 (2d8 + 9d6 + 22)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +6, Dex +7
Skills Acrobatics +7, Athletics +6, Nature +4, Survival +4
Senses passive Perception 10
Languages Understands English but can not speak
Challenge 11 (7,200 XP)


Spirit Points. Forever has 9 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Endurance. When Forever is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Denting Blows. If Forever is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 4 damage. Forever may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Forever may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Keen Sight. Forever has advantage on Wisdom (Perception) checks that rely on sight.

Ape. Forever can make thrown attacks with improvised weapons with a range of 25/50 feet, with the same damage and bonus to attack rolls as his unarmed strikes.

ACTIONS

Swipe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage.

Strength. Forever binds his Stand to a vehicle he is touching, allowing him to operate it in place of any crew, transforming it into another vehicle of the same type (i.e. a rowboat can become a tanker), and granting him the following actions until he is no longer touching it.

Bending Metal. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. This can target any creature within 5 feet of the vehicle Forever's Stand is bound to.
Shifting Metal. Forever attempts to grapple a creature within 5 feet of the vehicle his Stand is bound to with a total +9 bonus. On a success, the target is restrained instead of grappled. Up to 5 creatures can be restrained in this way at once.
Phasing Metal. As a bonus action, any creatures of Forever's choice can phase through the vehicle his Stand is bound to. Forever may end this effect on any creatures of his choice as a bonus action.


Following impostor Captain Tennille sinking the Joestar troupe's ship, they were almost immediately rescued by a massive tanker that seemingly lacked any crew, save for a single caged orangutan. Just as the Joestars let down their guard, Forever sprung his trap, revealing that the entire tanker was his Stand by slaughtering the crew members of Tennille's ship before trapping his targets. However, Forever's Stand, represented by the Strength tarot card, was no match for the might of Jotaro Kujo's Star Platinum.


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