| Bart Vervaet |
I will start running CC crown soon, and reading through part 2, I came across the stat block for
Does this mean it can not be affected by ANY magic?
I know it's a CR11, but still...
From what I read in the bestiary that is what it means.
so no targeting it with any type of spell, no effect from area spells.
how about a witch's hexes and things like that??
| Are |
Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.
So it's immune to any spells that have "SR: yes", except in situations where the spell deals cold, fire, or electricity damage, where the spells instead function as specified.
| Corlindale |
Most witch hexes are SU and thus not subject to spell resistance, so they should work fine.
And don't worry too much about the CR 11 thing, your PCs aren't supposed to face the thing in a straight-up fight at any point.
There's also a wand of acid arrow (SR:No) in the module which saw a lot of use against the various flesh golem enemies when we played it (and again when I GM'ed it).