Snorunt (3.5e Monster)

Combat
 (Su): Snorunt may exhale a cold stream of wind that slows an enemy down. This is a ranged touch attack (+6 to hit) up to 50 feet. If it hits, it deals 1d6 Cold damage per 2 hit dice and forces the target to make a Fort save (DC 14) or be slowed for 1 round. The save DC is Charisma-based.

 (Su): Once per 3 rounds, Snorunt may create a column of powdered snow around itself. This cylinder is 30' in radius and 100' high. All in the area take 1d6 Cold per hit die, with a Fortitude save for half (DC 16). If they fail the save, they are frozen solid for 2 rounds. While frozen solid they are unable to move, but being damaged by any physical external source (not ongoing damage) will shatter the ice and end the effect.

 (Su): Snorunt can conjure a field of icy spikes in a 30' radius burst, anywhere within 100 feet. The spikes will last for one minute. If anyone steps upon them, they suffer the effects of a spike stones spell. If Snorunt casts the spell again on the same area, it gets even worse. The damage is doubled, and those walking on it will continue to take 1d6 Cold damage per round for one minute thereafter. If it is cast three times in succession, it instead deals three times the damage and 4 Dexterity damage, and deals 2d6 ongoing Cold damage per round.

' (Sp):' Snorunt can duplicate the effects of a mirror image'' 1/minute. Caster Level is equal to its Hit Dice.

 (Su): For no apparent reason, any home a Snorunt resides in receives good fortune while it is there. This tends to be minor in the form of immunity to Nightmares and similar effects, the area being rid of pests (rats, termites, ants etc.), the house not being chosen by the local manticore/ogre tribe/Dread Lich if a home is simply chosen at random, or good harvests. Nothing major.