Primordial Hunters of the Underworld

There have always been beasts that lurk in the wet caverns and murky waters of the Underworld, primordial hunters and things that exude the very essence of mortality. Many reached their ideal forms long ago, perfectly adapted to hunt in the darkness of the endless caves before even the Forging of the Dvergr. After the titanic Dracoprime’s fall during the Great Schism, however, an entire race of animalistic scions of death began to prowl the Underworld, striking fear into even the hearts of the dark elves and devil dwarves: the fearsome kraidyl.



Long before the Great Schism, in the primordial past of Aventyr, before even the first children of the gods, the ecosystems of the Forever Deep had found a balance. Cousins of alligators and crocodiles, kraydiles quickly rose to become the apex predator of the watery depths under the surface. The subterranean reptile’s incredible talent for blending into its surroundings and incredible powerful jaws made it a scourge to the lesser beasts of the coastal Underworld,

Kraydiles and Kraidyl

Kraydiles are unevolved primordial predators, still a danger in the Underworld but simple beasts (use the statistics for a crocodile but with darkvision 120 feet.). Kraidyl are the ultimate expression of the potential locked within simple kraydiles and can cite the creatures as their ancestors, but unlike their reptilian predecessors, kraidyl are intelligent, have full limbs, and walk upright.

For a great many years kraydiles remained as they were, apex predators propagating without incident and masters of their domain—simple beasts for a simple, if strange, world. When the gods wrought the first races the reptiles swam on, oblivious. As the draconic slaves of the progenitors sculpted the tunnels of the Underworld kraydiles hunted the fools that fled into their territories, but otherwise paid the reshaping of the world around them no heed. It wasn’t until the impossibly huge Dracoprime came crashing down into the endless caves that the kraydiles became something more, beastmen more unholy and dangerous than anything seen elsewhere in Aventyr.

Many speculate that the energies of the Dracoprime’s tremendous being spread into the flora of the Underworld, responsible for the funglets—perhaps this is true, but powerful kraidyl shaman know the truth of their origins, and that the wealth of the ire and wrath that drove the great monstrosity of the dragons flowed down into the swamps and domains of kraydiles. Seeking out the most powerful lifeforms possible but instinctively refusing anything intelligent, the essence of the thing transformed the reptilian beasts, forever changing their species. Powerful profane energies morphed short, stubby arms and legs into powerful limbs as long as a man’s, with taloned hands and webbed feet strong and dexterous enough to wield a sword but able to carry the creature through the water with ease. The bottomless enmity of the enslaved dragons suffused the newly wrought monsters, still burning within the twisted thing of a soul at the core of every kraidyl and evident to any that have held the gaze of these predators of the Underworld.

Since their ascendance after the Great Schism, kraidyl have almost completely driven vestraadi from coastal settlements, deeper into the waters of the Forever Deep. Only the most powerful funglets dare to stand to the reptilian menace, and the half-eaten corpses of gitwerc or drow spies can be found across Underworld bayous. Though the Underworld races have little to band together and stand against, loose alliances are forming in fear that the tribes of kraidyl—themselves a dangerous nuisance—may join together, creating a force of warriors that could wreak bloody havoc throughout the endless caves, a rampage that none could stand against alone.

Physical Description: Kraidyl are densely muscled and extremely heavyset with huge torsos that contain lungs that can inflate to quadruple their normal size (either to swim long distances underwater or as an intimidation tactic). The off-white and light purple arms, legs, back, and neck of a kraidyl are covered in hard bony ridges that protect it from harm. Baleful red eyes stare out of its predatory head, placed just above its many-toothed snout and powerful jaws. Huge cords of thick muscle run down a kraidyl’s spine into a long, powerful tail that sways behind it.

Society: Unlike its populace, there is little hidden beneath the surface of kraidyl society. Power and dominance reign supreme and their lives are similar to the apex predators they evolved from—highly territorial and extremely aggressive. There is little trade or teachings shared among kraidyl outside of tenuous apprenticeships for the retention of vital trades and skills, or brief mating periods. Aside from essential commerce, each keeps to their own, fiercely protecting its young. A kraidyl is weakest as a child and until it reaches maturity at the age of 11, younglings are almost always found with a parent (typically the mother), learning how to hunt in the Underworld without being detected until striking the killing blow. In areas where there is more territory than the strongest kraidyl requires, an alpha female rises to a tenuous position of authority over her peers, meeting opposition to her authority with swift, violent reprisal.

Relations: More hated than even the gitwerc, kraidyl are feared for their aggressive natures, often snapping (literally) at a moment’s notice for perceived slights. They have contempt for all the living races and though they find dødelig to be amusing and dvergr to be amiable, kraidyl instinctively hate colliatur and draaki, the profane remnants of the Dracoprime often willing them to violence when the opportune moment to strike presents itself. Even more disruptive are the kraidyl’s distaste for religions of all kinds—they destroy shrines whenever they are encountered and immediately hold umbrage for clerics, paladins, priests, and oracles of all varieties save the few of their kin that take these paths.

Alignment and Religion: It is difficult to both expound upon and explain in words the beliefs of the kraidyl, but the core tenets can be found in the moment prey dies within one’s jaws. Death and entropy drive the debaucherous rites performed before a great hunt or raid on another kraidyl’s territory, and the very essence of their souls are sustained by the death throes of creatures slain by their snapping maws. Clerics, oracles, paladins, priests, and shamans are not common throughout kraidyl society, paid out even more aggression than their peers but treated with a measured respect, kept at an even further distance. These deluded fanatics worship death in all its forms, but it is their love of chaos that brought Leahcim’s attention. Since their evolution after the fall of the Dracoprime, the divine prankster has used his power to fuel the few kraidyl zealots in the Underworld, giving them divine abilities despite their apparent atheism.
Note: Most kraidyl (including PCs lacking a good reason otherwise) worship entropy and death, only able to access the following domains: chaos, death, deception, entropy, luck, trickery.

Adventurers: Kraidyl adventurers are incredibly resilient warriors able to effectively utilize stealth to catch opponents off-guard. The powerful bodies and menacing jaws of a kraidyl make them natural born barbarians and fighters, and charismatic kraidyl can become menacing bards or sorcerers. Though rare, divinely empowered kraidyl are fearsome combatants, capable of sustaining their kin while destroying their foes.

Male Names: Alrdag, Craindee, Krekarr, Loxar, Praskk, Tarkalgar
Female Names: Agral, Drethsa, Gralza, Nollsgra, Raassei, Sorrlesk



+2 Strength or +2 Constitution, -2 Intelligence, +2 Wisdom: Kraidyl are strong and tough, but not overwhelmingly smart, relying on physical prowess and instinct rather than guile.
Reptilian: Kraidyl are humanoids with the reptilian subtype.
Medium: Kraidyl are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kraidyl have a base speed of 30 feet and a swim speed of 30 feet.
Darkvision: Kraidyl can see in the dark up to 60 feet.
Hypnotic Gaze: The kraidyl’s gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the kraidyl’s Hit Dice). The DC of this effect is equal to 11 + the kraidyl’s Charisma modifier. The effects of the hypnotic gaze only last a single round.
Hold Breath: Kraidyl can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Armor: Kraidyl have a +1 natural armor bonus.
Stalker: Perception and Stealth are always class skills for kraidyl.
Natural Weapons: Kraidyl have a bite attack as a primary attack that deals 1d6 points of damage. If a kraidyl is wielding manufactured weapons, this bite attack is a secondary attack. Kraidyl also have a tail they can use to make attacks of opportunity with a reach of 5 feet (this cannot be used to make regular attacks). When used to make an attack of opportunity, the tail is a primary natural attack that deals 1d8 points of damage plus the kraidyl’s Strength modifier.
Light Blindness: Abrupt exposure to bright light blinds kraidyl for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Negative Energy Affinity: Kraidyl are alive but the profane energies coursing through their bodies make them react differently to negative and positive energy. Positive energy harms a kraidyl, while negative energy heals it.
Positive Energy Vulnerability: Kraidyl have vulnerability to positive energy. When subjected to an attack that deals positive energy damage, a kraidyl takes half again as much damage (+50%) and if a save against the spell or effect is allowed, the kraidyl suffers a -4 penalty to the save.
Languages: Kraidyl begin play speaking Undercommon. Kraidyl with high Intelligence scores can choose from the following bonus languages (Abyssal, Aklo, Common, Infernal).



Though most kraidyl live solitary lives, small enclaves do come about in territories too large and abundant with prey for just one of these Underworld terrors to rule over. These tribal societies are incredibly militant and primitive, treating each other with open disdain and all outsiders with extreme hostility (save for dødelig or sometimes dvergr). A PC that succeeds on a Knowledge (religion) check (DC 20 - settlement’s size modifier x2) can pick out the subtle profane signs and innocuous blasphemous markings of kraidyl hunting grounds, as well as just how much game has died as of late. Though almost always aggressive, a sufficient show of strength or prowess can earn travelers a short respite from the wrath of these primordial Underworld predators—so long as the kraidyl aren’t too hungry.



Alchemist: Add +5 minutes to the duration of the alchemist’s mutagen.
Antipaladin: Add a +¼ profane bonus to the antipaladin’s attack and damage bonuses when using smite good.
Barbarian: Add +1 to the barbarian’s rounds of rage per day.
Bard: Add +⅕ to the competence bonus granted by the bard’s inspire courage ability.
Cavalier: Add +2 ft. to the cavalier’s mount companion’s swim speed. This option has no effect unless the cavalier has selected it at least 3 times (or another increment with a value of 5 to 10); a swim speed of 34 feet is effectively the same as a swim speed of 30 feet, for example, and a fly speed of 36 feet is effectively the same as a fly speed of 35 feet. This favored class bonus grants a swim speed to creatures that do not possess one. If the cavalier ever replaces his mount, the new mount gains this increased movement.
Cleric: Add a +½ bonus to the cleric’s saving throws against attacks and effects that deal positive energy damage.
Druid: Add +¼ profane bonus to the druid’s animal companion’s attack and damage rolls with its natural weapons. When this bonus reaches +2, the animal companion’s natural weapons count as magical for the purposes of overcoming damage reduction; at +3 the animal companion’s natural weapons count as silver, at +4 the animal companions natural weapons count as cold iron, and at +5 the animal companion’s natural weapons count as adamantine.
Fighter: Add +1 to the fighter’s CMB when making grapple checks.
Inquisitor: Add a +½ bonus to the inquisitor’s Intimidate, Perception, and Stealth checks.
Magus: Add +⅕ to the DC of any magus spells cast by the magus that are of the necromancy school.
Monk: Add +1 ft. to the monk's base speed and swim speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Oracle: The oracle gains ⅙ of a new oracle revelation.
Ranger: Add a +½ bonus to the ranger’s animal companion’s Perception, Stealth, and Survival checks and a +½ bonus to the ranger’s Intimidate checks.
Rogue: Add a +1 profane bonus to damage when the rogue uses its bite attack to deal sneak attack damage.
Sorcerer: Add +⅙ to the DC of any necromancy spells cast by the sorcerer.
Summoner: Add a +⅙ profane bonus to the eidolon’s attack and damage with its natural weapons. When this bonus reaches +1, the eidolon’s natural weapons count as magical for the purposes of overcoming damage reduction. When this bonus reaches +2, the eidolon’s natural weapons count as silver and when it reaches +3, the eidolon's natural weapons count as cold iron.
Stonespeaker: Add +1 to Stealth checks made to hide and Survival checks to track in rocky terrain.
Witch: Add one necromancy spell from the witch spell list to the witch's familiar. This spell must be equal to or less than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: When casting wizard necromancy spells, add +⅓ to the effective caster level of the spell, but only to determine the spell’s effects (not duration, range, or number of targets).



The traditions of kraidyl hunters are the same as those of their reptilian ancestors—deadly speed, patient stealth, fierce savagery, and brutal force. While the hunters of the Underworld are wont to follow many primitive paths, most embrace the ways of their past and become primordial predators, supplementing their powerful physical forms with ancient tactics that epitomize why it is these scions of death are so feared.

Weapon and Armor Proficiency: A primordial predator is proficient with all primitive weapons, simple weapons, bolas, and nets.

Savage Jaws (Ex): At 1st level, the primordial predator’s bite attack becomes deadlier and increases its critical threat range to 19-20/x2; this stacks with the Improved Critical feat. If the primordial predator does not normally have a bite attack, she receives the animal fury rage power as a rage power at 1st level instead. This ability replaces the rage power gained at 2nd level.

Primordial Rage (Ex): A primordial predator’s inner strength is utterly primitive and forces her to eschew weapons when she rages but transforms her into a brutal and effective unarmed combatant. While raging, a primordial predator treats her unarmed strike exactly as if she were a brawler, treating her barbarian level as her brawler level. Unlike a barbarian, a raging primordial predator cannot deal nonlethal damage with unarmed strikes (and does not gain access to brawler’s flurry). While using primordial rage, a primordial predator loses proficiency with all weapons and shields except for natural weapons and unarmed strikes. This ability otherwise follows the normal rules for rage.

Savage Grab (Ex): At 3rd level a primordial predator learns to use her bite attack to devastating effect while raging, using her fury to latch onto an opponent. By expending two rounds of rage as a swift action, the primordial predator that hits a creature of her size or smaller with her bite attack deals normal damage and attempts to start a grapple (with a +4 bonus to CMB) as a free action without provoking an attack of opportunity. The primordial predator may conduct the grapple normally, or simply use her jaws in the grab to hold the opponent. When she chooses to do the latter, she takes a -20 penalty on her CMB check to maintain the grapple (but does not gain the grappled condition itself); this penalty is reduced by 1 for each barbarian level she possesses (to a maximum reduction of -0 at 20th level). A successful hold does not deal any extra damage, but each successful grapple check she makes during successive rounds automatically deals her bite attack damage. This ability replaces trap sense.

Death Roll (Ex): At 14th level, when grappling a foe of her size or smaller and raging, the primordial predator can perform a death roll upon making a successful grapple check. As she clings to her foe she rolls rapidly, twisting and wrenching her victim. The primordial predator inflicts her bite damage and knocks the creature prone. If successful, the primordial predator maintains her grapple. This ability replaces indomitable will.

Rage Powers: The following rage powers complement the primordial predator archetype: beast totem, beast totem (greater), beast totem (lesser), bestial climber, bestial leaper, bleeding blow, crippling blow. deadly accuracy, intimidating glare, lethal accuracy, low-light vision, mighty swing, powerful blow, primal scent, reckless abandon, roused anger, scent, sprint, surprise accuracy, unexpected strike



Kraidyl have access to the following equipment.


Price 30 gp; Weight —
Mixing together the fluids of prey and exotic substances from Underworld marshes, kraidyl have developed a strange concoction able to mix with water and absorb some of the color from any solid object. With one minute of time and a waterskin, camouflage grit can be used to create a makeup disguise that functions as nearly perfect camouflage. The creature applying the camouflage grit makes a DC 20 Disguise check and on a success, paints the camouflage grit sufficiently well enough to allow the creature wearing it to gain total concealment and use the freeze monster ability so long as they remain motionless and do not move from where the makeup was applied to emulate.
A creature may never apply camouflage grit to itself.


Price 88 gp; Weight 4 lbs.
This simple piece of soggy fantafungi or dead wood is carefully crafted so it fits easily over a kraidyl’s head but allows it a small range of vision. While in standing water that could grant it full concealment, a creature can use a kraidyl decoy to hide in plain sight with their face just barely above the water. In water too deep to stand within, a swim speed or DC 22 Swim check is required to gain any benefits from a kraidyl decoy.


Price 180 gp; Weight 14 lbs.
This is little more than a sturdy pole (typically made from fantafungi or bone) with a large cross at its top that bears the grisly remains of a kraidyl’s fallen foes. When correctly fashioned, however, the arrangement of these barbaric trophies becomes disturbing to look upon, granting its bearer a +2 circumstance bonus to Intimidate checks made against non-dødelig and non-dvergr.
The haft of a kraidyl war-banner can be made into a spear, but attacks with it suffer a -2 penalty. Crafting a kraidyl war-banner requires a DC 20 Knowledge (religion) check.


Price 500 gp; Weight 20 lbs.
This primitive device is as simple as it is insidious and deadly. Unlike a bear trap (meant largely to maim and hinder large animals so they can be hunted down and killed in a weakened state shortly thereafter) a maw trap is designed to outright kill whatever happens upon it, severing whatever limb is caught within. The teeth of countless creatures (and often the jaws of kraidyl) are used with numerous tendons to create a powerful spring anchored into the ground with wedges of bone. Prying open the jaws or pulling the bones from the ground requires a DC 15 Strength check, as many of the tendons snap apart when the maw trap strikes. A severed limb can be reattached if the creature receives a DC 10 Heal check and cure spell within a number of rounds equal to its Constitution modifier (minimum 2 rounds).

Type mechanical; Perception DC 18; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +13 melee (2d8+6, Crit 15-20x2; on a critical hit, a maw trap severs the limb caught within, dealing an additional 1d4 Constitution damage); sharp bone jaws covered in the teeth of numerous animals shut around the creature’s ankle and hold it immobile); the creature can escape with a DC 20 Disable Device check, DC 18 Escape Artist check, or DC 15 Strength check (creatures that suffer a severed limb are not held immobile)



Deadly Maw (Combat)
Your bite is truly vicious, able to eviscerate creatures with one precipitous snap.
Prerequisites: Str 17, Powerful Maw, Snapping Maw
Benefit: While using Snapping Maw increase the damage dice of your bite attack by 2 steps (so a bite attack that dealt 1d6 damage now deals 2d6 damage) and increase the bonus to attack and damage from Snapping Maw to +3; this bonus may now be split between attack and damage.

Expanding Torso (General)
Your lungs are impressive and breathing deeply causes your torso to expand considerably, making it appear as if you are larger than you really are.
Prerequisites: Kraidyl, Con 13
Benefit: You can hold your breath for an additional number of rounds equal to your Constitution score. In addition, you can breathe deeply as a swift action to make yourself appear as if you are one size category larger for the purposes of Intimidate checks, though you are staggered while your lungs are inflated this way (breathing out is a free action).

Grabbing Jaws (Combat)
By exerting tremendous force
Prerequisites: Kraidyl, Str 15, Con 15
Benefit: By spending a move action, your bite attack gains the primordial predator’s savage grab ability until the beginning of your next turn. You may use Grabbing Jaws a number of rounds per day equal to your Constitution modifier (minimum 1).

Patient Stealth (General)
You are able to stand perfectly still for lengthy periods of time, and your monstrous hide blends into your surroundings to seamlessly disappear.
Prerequisites: Kraidyl, Stealth 1 rank
Benefit: When you have concealment and wearing light armor or no armor, you may spend two full-round actions to utilize the freeze monster ability for a period of time equal to Constitution modifier x 10 minutes. Any move actions or actions that cause you to move more than craning your neck ends this effect.
Normal: You cannot take 20 on a Stealth check.

Patient Step (General)
You can do some quick adaptation when blending into your surroundings, able to move slightly without giving away your position and revealing yourself.
Prerequisites: Patient Stealth
Benefit: You are able to move your limbs and take swift actions while using Patient Stealth. You may take a 5-ft.-step once per turn without breaking Stealth.
Normal: You must remain perfectly still while using Patient Stealth.

Powerful Maw (Combat)
With practice and frequent use, your deadly jaw muscles are even more profound and can deliver truly mortal wounds with one snap.
Prerequisites: Str 15, Snapping Maw
Benefit: While using Snapping Maw, whenever you are making primary attacks with your bite attack, treat your bite attack as though it were a two-handed weapon (adding +50% Strength modifier to damage and when using Power Attack, increasing the damage bonus by +50%). Increase the bonus to attack or damage from Snapping Maw to +2.

Snapping Maw (Combat, Style)
Your jaws are your greatest weapon and you can strike adroitly or with brutal force.
Prerequisites: Str 13, bite attack, base attack bonus +1
Benefit: Your bite attack gains a +1 bonus to attack or damage (you determine which at the beginning of each round).



Blasphemous Effigy
Aura moderate enchantment; CL 10th
Slot none; Price 33,000 gp; Weight 6 lbs.

This twisted icon of bone slowly stretches and transforms, emulating true holy symbols in aberrant parodies that pulse with tangible malevolence.
Divine spellcasters that do not worship Leahcim (the trickster deity) or closely follow the beliefs of the kraidyl “religion” are repulsed by the very existence of blasphemous effigies. When presented like a holy symbol, any other creatures within 60 feet that attempt to present their own holy symbol must make a Will save (DC equal to 10 + the bearer’s hit dice + bearer’s Charisma modifier) or spend a swift action doing so upon their next turn. Failing this save by 5 or more makes presenting a holy symbol a standard action instead (if presenting a holy symbol is part of the casting of a spell or activation of an ability, it becomes a full-round action to cast the spell).

Requirements Craft Wondrous Item, bones of divine spellcasters, denounce; Cost 16,500 gp


Insidious Incisors
Aura faint transmutation; CL 5th
Slot neck; Price 7,000 gp; Weight 1 lb.

These wicked pieces of ebony bone are as hard as steel and twice as sharp.
Though they fit into a kraidyl’s mouth without causing injury, most creatures cannot use insidious incisors. In the snouted mouth of a kraidyl, insidious incisors grant a +1d6 profane bonus to the wearer’s bite damage and make the kraidyl’s bite attacks count as both evil and magical for the purposes of overcoming damage reduction.

Requirements Craft Wondrous Item, 5 kraidyl livers, keen edge; Cost 3,500 gp


Kraidyl Power Sword
Aura moderate transmutation; CL 10th
Slot none; Price 19,500 gp; Weight 6 lbs.

Chips of sharp obsidian jut out of this burnished plank of wood, forming a primitive, jagged sword that radiates malevolence.
These +1 keen terbutje are often found in the hands of alpha female kraidyl that have assumed positions of power in Underworld bayous, bogs, marshes, or swamps. When a kraidyl power sword scores a critical hit, one of the weapon’s obsidian chips breaks off in the creature it strikes dealing an additional +1d8 points of piercing damage and 2 points of bleed damage. In the hands of a kraidyl, this bleed damage is doubled. When a critical hit with a kraidyl power sword threatens and confirms on rolls with natural 20s, the largest chip (at the tip of the terbutje) breaks off dealing +3d8 piercing damage (instead of +1d8).
There are a total of 11 obsidian chips on a newly made kraidyl power sword (10 side chips and 1 tip chip) and when all of its obsidian chips are destroyed, the +1 keen terbutje becomes a +1 club.

Requirements Craft Magic Arms and Armor, obsidian chips worth 42 gp, bleed, keen edge, spike stones; Cost 9,750 gp


Predator’s Lenses
Aura faint transmutation; CL 5th
Slot eyes; Price 8,400 gp; Weight —

These crimson lenses glint with a primal hunger that sends a chill down your spine.
When worn by a creature with darkvision, predator’s lenses increase the range of their darkvision by 60 feet. If the wearer is also a kraidyl, they gain one additional use per day of their hypnotic gaze racial ability, it lasts one additional round, and the DC to resist it increases by +2. Non-kraidyl that lack darkvision receive low-light vision instead.

Requirements Craft Wondrous Item, darkvision, hypnotism, lock gaze; Cost 4,200 gp



Ancestral Nemeses
divination; Level bard 1, cleric 2, druid 2, ranger 1, sorcerer/wizard 2, summoner 2
Casting Time 1 full-round action
Components V, S, M (piece of a colliatur or draaki corpse)
Range close (25 ft. + 5 ft./2 levels)
Target one creature per 3 caster levels
Duration 1 minute/level (D)
Saving Throw Fortitude negates (harmless); Spell Resistance none
The creature touched gains a +2 profane bonus to attack and damage against colliatur and draaki, a -1 penalty to attack and damage against dvergr and dødelig, and a +1 profane bonus to attack and damage against other creatures. These bonuses and penalties increase by +1 for every three caster levels beyond third (to a maximum increase of +5 at 18th level).


Aquatic Stealth
transmutation; Level bard 2, cleric 4, druid 4, ranger 2, sorcerer/wizard 4, summoner 3
Casting Time 1 standard action
Components V, S, M (auditory gland of a vestraadi)
Range touch
Target one creature
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
The creature touched gains immunity to both blindsense and blindsight while underwater. This does not grant concealment from any other senses (such as auditory, sight, or smell) and the enchanted creature may still be detected by creatures it has concealment from, but they gain a +20 bonus to Stealth checks to do so. This spell otherwise operates as invisibility. The unique sonar ability of vestraadi does not work against a creature under the effects of aquatic stealth.


Gaze of Nothingness
necromancy; Level bard 4, cleric 5, druid 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (pebble-sized chunk of the Dracoprime)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

You tap into the decrepit force of entropic death that fuels all the kraidyl race and stoke the unholy fires that power your hypnotic gaze, turning it into a baleful stare that can incite creatures to renounce their beliefs—or worse.
Make a gaze attack against one creature within the spell’s range and choose one of the following effects.
Debase The creature is affected as though targeted by bestow curse. On a successful save the penalties are halved instead of negated. A creature may only be affected in this way by one gaze of nothingness at a time.
Renounce The creature makes a Will saving throw or audibly cries out against their faith, insulting the god(s) they worship with blasphemies. Divine spellcasters (like clerics and paladins) receive a +4 circumstance bonus to this Will save, but on a failure lose access to their spellcasting, supernatural, and spell-like abilities for 1d4+2 rounds. Failing this save by 5 or more increases the duration to 2d4+2 rounds, and failure by 10 or more may leave the creature bereft of divine influence until they receive an atonement spell (at the GM’s discretion).
Unmake There is no immediate effect. The target makes its Will save in the middle of its rest the next time it goes to sleep (or the nearest equivalent for creatures that do not sleep). On a failure, the creature sleepwalks, gaining darkvision 60 ft. and makes Stealth checks with a +10 circumstance bonus, attempting to coup de grace allies before ultimately killing itself. Each time the enchanted creature proceeds to attack a target while sleepwalking, it receives a Will save to wake up, though for each failed Will save the DC to wake up increases by +1. This is a mind-affecting effect (this not an enchantment, but the coaxing of a very specific, primal part of the brain). Creatures with no Intelligence score are immune to this effect of gaze of nothingness.


Sate the Hunger
necromancy; Level antipaladin 1, bard 1, cleric 2, druid 2, ranger 1, sorcerer/wizard 2, summoner 2
Casting Time 1 swift action
Components S
Range personal
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell can only be cast as you reduce a creature to 0 hit points or less, rendering them unconscious with a bite attack (creatures with ferocity cause this spell to automatically fail). The creature that took damage as part of this spell’s casting immediately dies within your jaws as the bones in your maw distend and disjoint, and in one gloriously bloody moment, you swallow the dead creature whole with a sickening crunch. You gain a pool of profane points equal to the creature’s hit dice, able to be spent as a free action (in increments no greater than your caster level divided by three) once per round on the following categories to grant a profane bonus: attack rolls, damage rolls, AC, saving throws, and skill checks. Profane points do not refresh each round and once spent they are gone; the spell ends when all profane points are spent or the duration expires. Successive slayings of creatures coupled with multiple castings of sate the hunuger do not stack.