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Jeronimus Cornelisz, Mutinous Sailor

Jeronimus Cornelisz
  • Alias – Jeronimus Cornelisz
  • Gender – Male
  • Race – Dutch
  • Occupation – Sailor, later mutineer
  • Religion – Likely Protestant or Catholic, but not known for certain
  • Allies – Initially, his fellow sailors on the Dutch East India Company expedition to Australia; later, a small group of mutineers who joined him in his quest for power
  • Enemies – The other sailors on the expedition who opposed his plans, as well as any who refused to join his mutiny
  • Abode/ Base of operations – The Batavia, the ship on which he served and later mutinied
  • Nationality – Dutch
  • Languages – Dutch, and likely some knowledge of other European languages common among sailors of the time
  • Alignment – Chaotic evil
  • Affiliation(s) – The Dutch East India Company (initially), then his own faction of mutineers
  • Significant others – Not known for certain, though it is possible he had a wife or family in the Netherlands before embarking on the expedition to Australia.

Jeronimus Cornelisz, a man of cunning and dark ambitions, possesses a mind twisted by power and a thirst for control. He is driven by a desire to reshape the world according to his twisted vision, where he reigns supreme as the ultimate authority. Born with a silver tongue and a knack for manipulation, Jeronimus uses his charismatic charm to sway others to his cause, building a loyal following.

In his relentless pursuit of power, Jeronimus seeks to establish a new order, free from the constraints of morality and societal norms. He sees himself as a harbinger of chaos, reveling in the destruction he can sow. Through his intricate web of deceit and manipulation, he aims to dismantle existing structures and forge a new reality under his rule.

Jeronimus is a master of disguise, seamlessly blending into different roles and personas to further his agenda. Behind his charming facade lies a calculating mind, always scheming and plotting his next move. He delights in the suffering and subjugation of others, taking pleasure in their despair as he exerts control over their lives.

Driven by his insatiable thirst for power, Jeronimus will stop at nothing to achieve his goals. He manipulates others like puppets, pulling their strings to orchestrate chaos and further his influence. He craves the rush of dominance and control, reveling in the fear and submission of those who cross his path.

Despite the darkness that consumes him, Jeronimus possesses an intellect that surpasses most. He is well-versed in ancient texts and forbidden knowledge, using his extensive understanding of the occult to wield dark forces to his advantage. He seeks to unravel the mysteries of the arcane, harnessing their power to bolster his own.

In his twisted quest for dominion, Jeronimus spares no expense, gathering loyal followers and amassing resources to aid him in his endeavors. He is a formidable adversary, always several steps ahead of his enemies, leaving a trail of destruction and despair in his wake.

Jeronimus Cornelisz’s ultimate goal is to reshape the world in his image, to establish a realm where chaos reigns and he stands as the unchallenged ruler. He sees himself as a god among mortals, with the power to bend reality to his will. Through manipulation, deception, and an insatiable thirst for power, Jeronimus is a force to be reckoned with, leaving a lasting mark on the world and all who dare to oppose him.

Medium humanoid (human), chaotic evil

Armor Class: 16 (breastplate)

Hit Points: 120 (16d8 + 48)

Speed: 30 ft.

18 (+4)16 (+3)16 (+3)14 (+2)12 (+1)20 (+5)

Saving Throws: Str +8, Con +6, Cha +9

Skills: Athletics +8, Deception +9, Intimidation +9, Perception +4

Senses: passive Perception 14

Languages: Dutch, Common

Challenge Rating: 9 (5,000 XP)


Multiattack. Jeronimus Cornelisz makes three melee attacks or two ranged attacks.

  • Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage.
  • Pistol. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 1d10+3 piercing damage.
  • Throwing Axe. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 1d6+3 slashing damage.


Parry. Jeronimus Cornelisz adds 3 to his AC against one melee attack that would hit him. To do so, Cornelisz must see the attacker and be wielding a melee weapon.

Legendary Actions:

Jeronimus Cornelisz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jeronimus Cornelisz regains spent legendary actions at the start of his turn.

  • Rapier Attack. He makes one rapier attack.
  • Pistol Shot. He makes one pistol attack.
  • Quickstep. Jeronimus Cornelisz moves up to his speed without provoking opportunity attacks.


Jeronimus Cornelisz is equipped with the following items:

  • Rapier, Flintlock Pistol (x2), Throwing Axes (x3), Breastplate, Leather Boots

Magic Items:

Jeronimus Cornelisz is not known to possess any magical items.


Jeronimus Cornelisz is a ruthless mutineer, willing to do whatever it takes to achieve his goals. He prefers to fight from range with his pistols and throwing axes, only engaging in melee combat when necessary. He uses his legendary actions to move quickly and reposition himself on the battlefield. If outnumbered, he tries to parry attacks and pick off weaker enemies with his ranged weapons. If cornered, he fights with all his might, using his high Strength and Constitution scores to overpower his opponents.


Jeronimus Cornelisz was a sailor in the Dutch East India Company, who rose to prominence during a mutiny on the Batavia, a ship bound for Australia. He and his followers killed over 100 people in their quest for power and control, and were eventually brought to justice for their crimes. Jeronimus Cornelisz’s story serves as a cautionary tale about the dangers of unchecked ambition and the consequences of betraying one’s fellow sailors.

Plot Hooks

  • The Cursed Medallion: Characters come into possession of a cursed medallion once worn by Jeronimus Cornelisz. They must find a way to break the curse, as the medallion brings misfortune and attracts malevolent spirits, all while dealing with the repercussions of their connection to Jeronimus.
  • The Traitor’s Legacy: Characters uncover evidence that suggests one of their trusted allies has a bloodline tied to Jeronimus Cornelisz, raising questions about their true allegiance and potential dark powers inherited from their ancestor. They must navigate the complexities of loyalty and betrayal while facing the growing influence of Jeronimus’s legacy.
  • The Fabled Sword: Legends speak of a legendary sword once wielded by Jeronimus Cornelisz, said to possess dark magic and the power to control minds. Characters embark on a quest to find this ancient artifact, but they must resist its corrupting influence and prevent it from falling into the wrong hands.
  • The Ghost Ship’s Curse: Characters encounter the ghostly remains of Jeronimus Cornelisz’s ship, trapped in an eternal storm at sea. They must uncover the curse that binds the ship and its spectral crew, navigating treacherous waters, battling vengeful spirits, and confronting Jeronimus’s lingering presence.
  • The Lost Heir: Characters discover a hidden lineage connecting them to Jeronimus Cornelisz, making them the rightful heir to his ill-gotten wealth and power. They must confront their dark inheritance, reclaim their birthright, and decide whether to embrace or reject the tainted legacy left by their ancestor.
  • The Forbidden Ritual: Characters stumble upon an ancient ritual that promises unimaginable power but requires the sacrifice of innocent lives. They must grapple with the moral implications of pursuing such dark magic, as Jeronimus Cornelisz’s shadow looms over their every decision.
  • The Curse of Immortality: Characters inadvertently become entangled in a curse that grants them immortality but binds them to Jeronimus Cornelisz’s spectral presence. They must unravel the curse’s origins, search for a way to break the eternal bond, and confront the dark secrets that tie them to Jeronimus’s past.
  • The Betrayed Crew: Characters encounter the last surviving members of Jeronimus Cornelisz’s crew, who seek redemption for their past atrocities. They must navigate the complex dynamics of trust and forgiveness, as the former pirates prove their sincerity and assist the characters in righting the wrongs committed under Jeronimus’s command.
  • The Forgotten Island: Characters stumble upon a long-lost island once controlled by Jeronimus Cornelisz, now shrouded in mystery and danger. They must uncover the island’s hidden secrets, face its deadly inhabitants, and confront the remnants of Jeronimus’s influence that still linger in its depths.
  • The Time Loop: Characters find themselves trapped in a time loop, repeating the events leading up to Jeronimus Cornelisz’s rise to power and subsequent downfall. They must break the cycle by altering key moments in history, preventing Jeronimus’s reign of terror, and ensuring a different outcome for the world.

Currently in the World

Jeronimus Cornelisz, a man of striking appearance, stands tall and imposing with a lean, athletic build. His sharp features are accentuated by a well-groomed beard and piercing eyes that seem to hold a glimmer of darkness within. Dressed in opulent attire adorned with intricate patterns and symbols of power, he exudes an aura of authority and menace.

Currently, Jeronimus is seated upon an ornate, high-backed chair in a dimly lit chamber. The room is adorned with rich tapestries and shelves filled with ancient tomes and arcane artifacts. The air is heavy with the scent of incense, adding an otherworldly ambiance to the surroundings. Soft candlelight flickers, casting eerie shadows across the room.

Jeronimus’s mood is one of calculated confidence, his lips curled into a knowing smile. With a pen in hand, he meticulously pores over a scroll containing intricate symbols and cryptic writings, his mind fully immersed in dark rituals and forbidden knowledge. His focus is unwavering, as he delves deeper into the mysteries of the occult, seeking to unlock secrets that will further his quest for power.

The chamber itself feels both foreboding and alluring, with an atmosphere of subtle danger. The occasional flicker of arcane energy crackles in the air, a testament to the dark forces at play. Jeronimus’s presence in this setting is commanding, his posture radiating an air of authority and dominance.

In this moment, Jeronimus Cornelisz is at the height of his power, surrounded by the trappings of his dark pursuits. His mind teems with sinister plans and ambitions, his actions driven by a relentless hunger for control and mastery over the occult arts.

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