blargney the second
blargney the minute's son
In the interest of avoiding the inadvertent smooshification of my PCs, what would you estimate as the CR for this beastie? Btw don't kill yourselves trying to figure out how the modifiers ended up where they did - I rolled a bunch of static bonuses in invisibly. 
-blarg
N Large aberration (air, cold)
Init +4; Senses DV 60, low-light, blindsense 30; Listen +7, Spot +20
Aura exude ice field (15’ aura of smooth icy floors)
AC 14, touch 9, flat-footed 14 (-1 size, +3 natural, +2 armor)
hp 80 (10d8+30); fast healing 5, ability healing 1
Special defenses half-dead:
- 50% chance of being healed by negative or positive energy, harmed on failure
- 50% chance of negating critical hits or sneak attacks
- partially immune to flanking: +1 instead of +2
Fort +6, Ref +3, Will +9
Immune acid, cold, mind-affecting, disease, poison, sleep, paralysis, stun, fatigue, exhaustion
Spd 40 ft.
Melee icicle +11 (2d6+5 plus 1d6 cold plus 1d8 acid)
and morningstar +11/+6 (2d6+5)
Ranged touch bilious globule +6/+1 (1d8 acid) replaces icicle
Special attacks quickened rebuke undead (3/day, CL 10), superior TWF
- create spawn (if dying prone in ice field & fails stabilization, becomes ooze immediately)
Abilities Str 20, Dex 11, Con 17, Int 4, Wis 10, Cha 11
Base Atk +7; Grp +16
Feats Iron Will, Overcome Weakness, Quicken Turning, Suppress Weakness
Skills escape artist +10, listen +7, sense motive +5, spot +20 (13 ranks)
SQ sacred site (creature dies if left), blessed life (doesn't age, sleep, breathe, eat, drink, or poop)
Gear handy survival pouch of holding, map to City of Gold, morningstar, leather armor

-blarg
N Large aberration (air, cold)
Init +4; Senses DV 60, low-light, blindsense 30; Listen +7, Spot +20
Aura exude ice field (15’ aura of smooth icy floors)
AC 14, touch 9, flat-footed 14 (-1 size, +3 natural, +2 armor)
hp 80 (10d8+30); fast healing 5, ability healing 1
Special defenses half-dead:
- 50% chance of being healed by negative or positive energy, harmed on failure
- 50% chance of negating critical hits or sneak attacks
- partially immune to flanking: +1 instead of +2
Fort +6, Ref +3, Will +9
Immune acid, cold, mind-affecting, disease, poison, sleep, paralysis, stun, fatigue, exhaustion
Spd 40 ft.
Melee icicle +11 (2d6+5 plus 1d6 cold plus 1d8 acid)
and morningstar +11/+6 (2d6+5)
Ranged touch bilious globule +6/+1 (1d8 acid) replaces icicle
Special attacks quickened rebuke undead (3/day, CL 10), superior TWF
- create spawn (if dying prone in ice field & fails stabilization, becomes ooze immediately)
Abilities Str 20, Dex 11, Con 17, Int 4, Wis 10, Cha 11
Base Atk +7; Grp +16
Feats Iron Will, Overcome Weakness, Quicken Turning, Suppress Weakness
Skills escape artist +10, listen +7, sense motive +5, spot +20 (13 ranks)
SQ sacred site (creature dies if left), blessed life (doesn't age, sleep, breathe, eat, drink, or poop)
Gear handy survival pouch of holding, map to City of Gold, morningstar, leather armor