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Daniel Johnson, the Terror of the Seas

“Daniel Johnson: The Ruthless Pirate Lord Who Struck Fear into the Hearts of Men!”

Daniel Johnson.png
  • Alias: Johnson the Terror
  • Gender: Male
  • Race: Human
  • Occupation: Pirate
  • Religion: Unknown
  • Allies: The Dread Corsairs (pirate crew)
  • Enemies: British Royal Navy, Spanish Armada
  • Abode/Base of operations: Hidden pirate cove on Skull Island
  • Nationality: English
  • Languages: English, some Spanish
  • Alignment: Chaotic Evil
  • Affiliation(s): Independent pirate, occasional alliances with other pirate captains
  • Significant others: None recorded

In the treacherous era of the Golden Age of Piracy, Daniel Johnson emerges as a notorious figure on the high seas. Possessing a menacing presence and a reputation for ruthlessness, he strikes fear into the hearts of all who dare to cross his path.

Daniel Johnson is a man of tall stature, his imposing frame accentuated by a long, unkempt beard and a gaze as cold as the ocean depths. His weathered face bears the scars of countless battles, each one a testament to his unyielding determination and unwavering resolve. As he stands at the helm of his ship, the wind whipping through his hair, he exudes an aura of authority and danger.

Driven by a thirst for power, wealth, and an insatiable appetite for adventure, Johnson spares no mercy in his pursuit of his goals. He is a man without remorse, fueling his actions with a deep-seated desire for dominance over the seas. The spoils of his piracy fund his extravagant lifestyle and ensure his crew’s unwavering loyalty.

Johnson’s character is defined by his brutality and cunning. He is known to strike with ferocity, leaving a wake of devastation in his path. His merciless reputation precedes him, instilling fear in the hearts of sailors and authorities alike. To him, piracy is not simply a means of survival; it is a lifestyle, a declaration of defiance against a world that seeks to confine and control.

What drives Johnson is a hunger for power and the yearning to carve out his own empire in the lawless expanse of the ocean. He seeks to amass riches beyond imagination, to be feared and respected as the undisputed pirate king. With each conquest, each plundered vessel, his ambitions swell, propelling him forward on his relentless quest for supremacy.

While some pirates may long for freedom or adventure, Johnson’s motivations are rooted in dominance and a thirst for control. He is willing to sacrifice anything and anyone who stands in his way. His determination knows no bounds, pushing him to the limits of his abilities as he navigates the treacherous waters of the pirate world.

As Daniel Johnson sets sail, his eyes gleaming with a sinister intensity, he epitomizes the dark side of piracy. He represents the embodiment of terror, a force to be reckoned with on the vast expanse of the open sea. The legends of his deeds, both true and embellished, continue to inspire awe and dread, etching his name into the annals of pirate lore.

Daniel Johnson, the Terror of the Seas

Medium humanoid (human), chaotic evil

Armor Class 17 (leather armor)
Hit Points 200 (20d10 + 90)
Speed 30 ft., swim 30 ft.

STR 18 (+4) | DEX 16 (+3) | CON 18 (+4) | INT 14 (+2) | WIS 16 (+3) | CHA 20 (+5)

Saving Throws STR +8, DEX +7, WIS +7
Skills Athletics +8, Deception +11, Perception +7, Intimidation +11
Senses passive Perception 17
Languages Common, Spanish
Challenge 14 (11,500 XP)


Multiattack. Johnson makes two attacks, either with his cutlass or his flintlock pistol.

  • Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
  • Flintlock Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 11 (2d8 + 3) piercing damage.

Fury of the Seas (Recharge 5-6). Johnson unleashes his rage, gaining advantage on all attacks and dealing an additional 10 (3d6) damage with his cutlass for 1 minute.

Commanding Presence. Johnson exerts his presence, forcing all creatures of his choice within 30 feet to make a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

Johnson 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. Johnson regains spent legendary actions at the start of his turn.

  • Captain’s Order. Johnson gives a command to a friendly creature within 30 feet, allowing them to immediately make one weapon attack.
  • Cunning Dodge. Johnson uses his agility to dodge out of harm’s way, gaining a +5 bonus to AC against one attack.
  • Intimidating Gaze. Johnson fixes his cold gaze on a creature within 30 feet, forcing them to make a DC 17 Wisdom saving throw or become frightened for 1 minute.


  • Cutlass
  • Flintlock Pistol
  • Leather Armor
  • Pirate Hat
  • Compass
  • Spyglass
  • Set of Lockpicks
  • Pouch of Gold and Gems

Magical Items

  • Sea Serpent’s Eye (Wondrous Item): Once per day, allows the user to cast water breathing or control water.

Abilities Table

Terror of the Seas
Ruthless Marauder. Johnson deals an extra 2d6 damage to any creature that hasn’t taken a turn in combat yet.
Indomitable Will. Johnson has advantage on saving throws against being charmed or frightened.
Pirate Cunning. Johnson can take the Dash or Disengage action as a bonus action on each of his turns.

Character Traits

Daniel Johnson embodies the epitome of a menacing pirate captain. His ruthless nature, commanding presence, and unrelenting pursuit of wealth and power make him a formidable adversary. He strikes fear into the hearts of his enemies, and his crew follows him without question. Known for his brutal tactics and cunning strategies, Johnson is a force to be reckoned with on the high seas.

Plot Hooks

  • “The Curse of the Viper’s Eye”: Players uncover a dark secret about Daniel Johnson—the Sea Serpent’s Eye, a cursed artifact he possesses, grants him immense power but comes at a terrible cost. Legends speak of its origins, tied to an ancient sea deity who cursed the artifact for its misuse. The players must delve into forgotten ruins, decipher cryptic texts, and seek the guidance of wise mystics to find a way to break the curse before Johnson’s newfound strength becomes an even greater threat. Along the way, they face treacherous trials, competing factions seeking the artifact’s power, and the haunting whispers of the sea deity’s vengeful servants.
  • “The Betrayal of the Black Corsair”: One of Johnson’s most trusted crew members, known as the Black Corsair, has turned against him and seeks the players’ assistance in exposing Johnson’s dark past and bringing him to justice. The Black Corsair reveals secrets of Johnson’s early days—a ruthless betrayal that led to the death of innocent sailors and the sinking of an entire fleet. As the players uncover the truth, they become entangled in a web of secrets, loyalty, and redemption. They must navigate dangerous waters, infiltrate hidden pirate strongholds, and confront the consequences of their choices, all while being pursued by Johnson’s relentless pursuit of revenge.
  • “The Lost Song of the Siren”: Legends speak of a mystical song known only to Daniel Johnson, said to control the seas and bend the will of any who hear it. The players stumble upon ancient sea shanties, cryptic clues, and the fading memories of ancient sea creatures who have encountered the song. Their quest takes them to forgotten islands, treacherous underwater caverns, and the depths of a lost sea temple. Along the way, they face tests of their own willpower, competing pirate crews who seek to control the song, and the temptation to harness its power for their own ends. Ultimately, they must decide whether to preserve or destroy this ancient and dangerous melody.
  • “The Mysterious Heirloom”: Players stumble upon an ancient map or journal that reveals a hidden legacy tied to Daniel Johnson—a lost bloodline with a rightful claim to a fabled pirate stronghold. The map leads them through treacherous sea routes, perilous coastal cliffs, and enigmatic pirate trials. Along their journey, they encounter cunning rivals who also seek to claim the stronghold, decipher cryptic puzzles that guard its secrets, and confront the restless spirits of past pirate kings. The players must navigate shifting alliances, negotiate treacherous political waters, and ultimately face Daniel Johnson himself to reclaim their birthright and reshape the future of piracy.
  • “The Fading Memories”: Johnson’s relentless pursuit of wealth and power has come at a price—he has lost touch with his humanity. The players encounter a mysterious seer who reveals fragmented memories from Johnson’s past—a time when he was a compassionate and honorable sailor. The seer believes that the key to restoring Johnson’s lost humanity lies in rediscovering his forgotten connections. The players embark on a perilous journey through mist-shrouded islands, haunted shipwrecks, and ghostly manifestations of Johnson’s past. They must decide whether to exploit his vulnerability for their own gain, guide him toward redemption, or succumb to the temptation to manipulate his fractured memories for personal gain.
  • “The Haunting of the Black Viper”: The ship, Black Viper, is rumored to be cursed, haunted by the spirits of Johnson’s victims. The players encounter the ghostly apparitions of the crew members who perished under Johnson’s command, each seeking retribution or redemption. To lift the curse, they must delve into the ship’s dark history, navigate the ethereal plane, and confront the malevolent spirits that haunt the vessel. Along the way, they unravel the tragic stories of the crew members, make alliances with benevolent spirits, and ultimately face a pivotal choice that will determine the fate of the Black Viper and its spectral inhabitants.
  • “The Pirate’s Redemption”: Deep down, Johnson yearns for redemption and seeks to leave his life of piracy behind. Players encounter a mysterious figure—a wise hermit or a reformed pirate—who reveals that Johnson’s journey toward redemption can only be achieved through a series of selfless acts. The players become entangled in Johnson’s internal struggle, presented with opportunities to aid him in his quest for redemption, exploit his vulnerabilities for their own gain, or become the catalysts for his descent into darkness. Along the way, they face moral dilemmas, navigate treacherous alliances, and discover the true extent of Johnson’s capacity for change.
  • “The Shadow of the Kraken”: Players stumble upon a map or ancient text hinting at the existence of a mythical sea creature, the Kraken’s Shadow, said to be the ultimate test of a pirate’s prowess. Legends speak of Daniel Johnson’s obsession with capturing this legendary beast and harnessing its power. As they embark on a dangerous quest to find the creature’s lair, players must navigate treacherous waters, fend off rival pirate crews also in pursuit of the creature, and unravel the cryptic clues left behind by Johnson. Along the way, they confront moral dilemmas, face harrowing trials of strength and wit, and ultimately decide whether to aid Johnson in his quest or prevent him from wielding the Kraken’s Shadow for his own dark purposes.
  • “The Pirate Lords’s Last Stand”: Rumors circulate that Johnson’s reign as the feared Pirate Lord is coming to an end. Players find themselves caught in the midst of a power struggle, with rival pirate captains seeking to seize control of Johnson’s empire. They navigate treacherous waters, infiltrate pirate strongholds, and forge alliances with Johnson’s disaffected crew members. The players must decide whether to aid Johnson in his final battle to maintain his status as the Pirate Lord or seize the opportunity to claim his title for themselves. Along the way, they face intense naval battles, strategic planning, and moral dilemmas that will shape the future of piracy in the region.
  • “The Time Rift’s Temptation”: A mysterious time rift appears, granting the players a chance to alter the course of history. However, Johnson seeks to manipulate the temporal anomaly to rewrite his own past and secure his legacy as the greatest pirate to have ever sailed the seas. As the players navigate through time, they witness pivotal events in Johnson’s life, confront their own inner demons, and make choices that will ripple through history. They must decide whether to aid Johnson in reshaping his past, prevent him from altering the timeline, or exploit the time rift for their own gain. Along the way, they encounter historical figures, confront moral dilemmas, and grapple with the consequences of playing with time.

Currently in the World

Daniel Johnson, known as the Terror of the Seas, cuts an imposing figure as he stands on the deck of his ship. Standing tall and muscular, his rugged features and cold, piercing eyes evoke a sense of dread. His dark, tangled hair cascades down his broad shoulders, framing a face marked by a weathered complexion and a prominent scar running across his cheek.

Currently, Johnson is overseeing the preparations for his next raid, barking orders to his crew with a commanding presence. The air is filled with a palpable tension, the crew moving swiftly and efficiently under his watchful gaze. The scent of saltwater and gunpowder hangs in the air, mingling with the excitement and anticipation of the impending battle.

Surrounded by a motley band of hardened pirates, their faces etched with tales of violence and plunder, Johnson exudes an air of authority and menace. His crew members cast wary glances his way, their respect for his brutal tactics mixed with a fear of his unpredictable temper.

The ship itself is a formidable vessel, its sails billowing in the wind as it cuts through the choppy waters. The creaking of wooden planks, the sound of ropes being hoisted, and the distant cries of seabirds create a symphony that heightens the tension. The dark, stormy clouds overhead mirror the atmosphere of impending danger.

Johnson’s mood is a volatile mix of aggression and determination. The hunger for power and wealth burns brightly in his eyes, driving him to push the limits of his crew and his own capabilities. His stern expression reveals a mind focused on conquest, plotting the downfall of his enemies and the accumulation of riches that will solidify his position as one of the most feared pirates on the seas.

As Daniel Johnson surveys the horizon, his gaze fixed on the ships that await his wrath, he personifies the terror and chaos that defines the life of a pirate. His physical presence, combined with his ruthless nature, strikes fear into the hearts of all who encounter him. In this volatile and unpredictable world, Johnson’s brooding presence and deadly reputation serve as a reminder that he is a force to be reckoned with, a symbol of terror in the vast expanse of the open sea.

Ship and Crew

The Black Viper (Ship)

Gargantuan vehicle (sailing ship)

Armor Class 15 (natural armor)
Hit Points 600 (32d20 + 256)
Speed 60 ft. (sails), 30 ft. (rowed)
Crew Capacity 100 (50 rowers, 50 other crew)
Cargo Capacity 500 tons
Damage Threshold 20
Sailing Maneuverability +3
Control Rating +6


Ramming Speed. The Black Viper can attempt to ram another vessel. It makes a melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage. The target must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Crew Actions

The crew can perform a variety of actions during ship-to-ship combat, such as firing cannons, boarding other vessels, or repairing the ship. The actions are determined by the crew’s composition and abilities.

The Dread Corsairs (Crew)

Medium humanoid (various races), varies alignments

Armor Class 15 (studded leather armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

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

Saving Throws DEX +5, WIS +3
Skills Athletics +5, Perception +3, Stealth +5
Senses passive Perception 13
Languages Common
Challenge 3 (700 XP)


  • Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
  • Flintlock Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Crew Actions

The crew members can perform various actions during combat, such as swarming an enemy, using ranged attacks, or assisting each other. Their actions are determined by their individual abilities and roles within the crew.

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