Well, here is my entry into the 2006 UnCon monster contest that didn't quite make it to the finals. Critique away.
The world is dying. Trees laid bare, the ground cold and baren, the spark of life snuffed out with the coming of frost...
Large Elemental (cold)
Hit Dice: 18d8+126 (207 hp)
Speed: 50 ft., burrow 50 ft. (ice and snow only)
Armor Class: 23 (+3 dex, +11 natural, -1 size), touch 12, flat-footed 20
Base Attack/Grapple: +13/+27
Attack: Bite +22 melee (2d6+10/19-20x2 plus 1d8 coldfire)
Full Attack: Bite +22 melee (2d6+10/19-20x2 plus 1d8 coldfire) and 2 claws +20 melee (1d8+5)
Space/Reach: 10 ft./15 ft.
Special Attacks: Blood sacrifice, howl of the north, spell-like abilities
Special Qualities: Blindsight 60 ft., elemental traits, fast healing 5, fimbulwinter, ice glide, vulnerability to fire, whitesight
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 16, Con 24, Int 8, Wis 18, Cha 17
Skills: Listen +15, Spot +14
Feats: Cold Focus
, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (crushing despair)
Environment: Any Cold Land
Challenge Rating: 16
Alignment: Usually Neutral Evil
Advancement: 19-28 HD (Large), 29-41 HD (Huge)
Level Adjustment: -
A bloosnjor appears as a vaguely humanoid being composed entirely of greatly compressed snow covered over with a thick layer of cracked frost. Near the center of its chest is a large dark stain the color of old blood. Faint hints at veins spread from this stain in shadow lines all about the creature. Bones of both man and beast jut out from the snow of its body at places. Wheres its head would be is but a swirling fog of coldfire. Thousands of teeth and razor-sharp bone slivers of all kinds float horribly together to form a disembodied, oversized maw. At the end of each frozen appendage erupt great curving claws of frozen blood the size of sickles.
Of wintry ruin is the bloosjnor, haunters of lifeless mountain passes and terrors of boreal forests. Bloosjnors are ancient beings brought to unholy life by the accumulation of a thousand yearly blood sacrifices involved in rituals of primitive peoples who wished to appease the spirits of the chill months. What they accomplished in doing however was awakening a being that embodied the fierce brutality of winter and tainted with the fears of a world never reviving from its frigid death.
Though once only a frightening beast, with the passing of each year the Bloosjnor's strength and power grows. They wait for the day they can cover all in eternal winter and eventually join together at the Fimbulwinter of time's end.
Bloosjnor weigh several thousand pounds and stand some 12 feet tall. They can only barely speak in a howling, whispy voice, and this in a primitive language that resembles the ancient dialect of their awakeners.
A bloosjnor often comes wailing out from the snow within which it hid, filling living beings nearby with dispair. It then claws and tears as it drains their vitality with its presence. If its victims manage to flee or are difficult to reach it vents its frustration in a great roar of freezing wind.
Blood Sacrifice (Su):
Wherever a bloosjnor walks the snow momentarily reddens. Any creature within 20 feet of a Bloosjnor must succeed on a DC 26 fortitude save each round they remain in range or take 1d3 points of constitution drain. The bloosjnor heals a number of hit points equal to three times that of the number of ability points drained. A bloosjnor can retain up to twice its healthy total for an hour before they fade away.
If a creature is killed by this drain they rise up within 1d4 hours as frostfell ghosts, forever bound to the dying land. If the victim is killed while on unhallowed ground however there is a 50% chance that a second bloosjnor is birthed. If done before an evil altar of some kind there is an 80% chance. The save DC is Constitution-based.
The haunts of the bloosjnor are constantly affected as the Fimbulwinter spell (Frostburn, p. 93) cast by a druid of the same level as the bloosjnor's HD.
Howl of the North (Su):
As a full-round action that provokes an attack of opportunity a bloosnjor can release a great cry. From its maw blows forth a Severe Wind (see DMG) that strikes those in a 100-foot cone. Those caught in this cone take a -12 penalty on Listen checks until the bloosnjor's next turn and take 4d6 sonic plus 2d6 coldfire damage (a DC 26 fortitude save halves the damage and negates the chance of contracting coldfire ruin). The save DC is Constitution-based.
Ice Glide (Ex):
A bloosjnor can glide through ice, snow, or slush as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples of other signs of its presence.
A bloosjnor often fights from the cover of an an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. A bloosjnor attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover.
Spell Like Abilities:
At Will - Crushing Despair, Diminish Plants, Flash-Freeze. 3/day - Arctic Haze, Blight, Heart Freeze. Caster level 20th. Save DC's are Charisma-based.
Vulnerability to Fire
A bloosnjor takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A bloosjnor is immune to snow glare and can see normally in whiteout conditions.