J-H
2017-03-26, 02:49 AM
I have a player playing a flesh golem.
http://www.d20srd.org/srd/monsters/golem.htm#fleshGolem
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, with no saving throw.
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. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.
SR: Infinite is easy to adjudicate, except for fire & cold based attacks.
I read the above as "A Fireball (SR:Yes) does no damage to the golem, but slows it for 2d6 rounds." Otherwise, the flesh golem's slow effect will never get triggered, as the only core wizard spell that deals fire damage and is SR:No is Incendiary Cloud (8th level). SpC changes this, but the Orb of X line was not around when the Flesh Golem was written.
I'm pretty solid on this point, and it's easy enough to fix the slow if you carry a +1 Shock dagger with a crystal of electricity assault around to stab yourself with (it's the dagger of flesh-golem healing!).
Now, what happens with magical protections?
Resist Energy is pretty clear:
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Protection from Energy, on the other hand does not. But it's SR:Yes, so it can't be cast on the golem anyway.
I think I've answered my own question, but I'm going to go ahead and post this because it's typed up and somebody may spot a flaw.
http://www.d20srd.org/srd/monsters/golem.htm#fleshGolem
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, with no saving throw.
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. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.
SR: Infinite is easy to adjudicate, except for fire & cold based attacks.
I read the above as "A Fireball (SR:Yes) does no damage to the golem, but slows it for 2d6 rounds." Otherwise, the flesh golem's slow effect will never get triggered, as the only core wizard spell that deals fire damage and is SR:No is Incendiary Cloud (8th level). SpC changes this, but the Orb of X line was not around when the Flesh Golem was written.
I'm pretty solid on this point, and it's easy enough to fix the slow if you carry a +1 Shock dagger with a crystal of electricity assault around to stab yourself with (it's the dagger of flesh-golem healing!).
Now, what happens with magical protections?
Resist Energy is pretty clear:
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Protection from Energy, on the other hand does not. But it's SR:Yes, so it can't be cast on the golem anyway.
I think I've answered my own question, but I'm going to go ahead and post this because it's typed up and somebody may spot a flaw.