DragonLancer said:20 I think is fair for a challange. The Eaten One is not a creature you would attack a party in groups with, so that by itself helps account for the CR. 16 is too low, and too easily passed.
"Too easily passed"? So because it has low hit points, it should get a high-DC ability that probably sidelines the majority of the group before their first action, leaving one--maybe two--poor schlubs left over to get their weapons slimed? Seems like a flawed design strategy, but maybe that's just me. I can say that most saves don't start breaking 20 until they hit about an 8 CR, minimum.
I don't get how you're figuring 16 is low for a 5th-level party. Let's crunch some numbers real quick. A 5th-level character with a good Will save has a base +4, while those with bad Will saves will have a +1. Let's throw in a +1 to saves for a magic item (let's say everyone has a +1 cloak of resistance). That's about it for a 5th-level character. Can't count on a prayer even if the Eaten One botches his initiative due to its 60ft. range and continual nature (giving every character a cloak was pretty generous anyway). So right now we're looking at the goodwills needing a 15< to save (a 1-in-4 chance), while the badwills are pretty hosed with a 19< needed (a slim 1-in-10 chance).
Now the only variable left to insert is the individual Wisdom modifiers of the characters. We can pretty safely say there'll be at least one cleric eh? So let's assume he has an 18 or 19 (not bad for a 5th-level, but maybe we're using a point-generation system). His odds are now 50/50, and he's probably our best case scenario (a monk or paladin would be the next most likely candidates.
Unless "too easy" means having better than a 50% chance to save, I think we ought to go back to look at using that 16. At any rate, there is an established mechanic in place for determining the saving throw of a monster's special abilities. A professionally-written book hopefully sticks to the basic mechanics in place.
I agree with this. A reflex save to avoid the acid damage would have been better. I'd keep the aura as an aura though personally.
Doing so will make encountering this monster more annoying than challenging. Players enjoy monsters that force them them to stay on their toes (e.g. you can do something about a foe with a gaze attack), not those that instantly, effortlessly take them out even before initiative rolls hit the table. If nothing else, take a note from the revised Hold Person and allow a fresh Will save each round.
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