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But that begs the questions, would a torch, wielded by someone with Ascended Element (Fire) then do fire damage, since it is (or at least should be) non-magical fire?
Expect so. As would a sword with flame damage. Might need to overcome the DR. Also, those flasks of alchemist fire should work. However, as Ascendant Element is an Owlcat home brew no idea how consistently it is implemented.
The enemies I had this issue with were called solely "Stone Golem" and nothing else.
So I'm inclined to believe that mk11 is correct here.
I can well imagine that there are also Golems with mythic levels to be found in the Midnight Isles, but the ones I encountered were not of the kind, but bog-standard Stone Golems.
Ironically I now have Pure-Flame Infusion, but only got it after battling those Golems, which may be a way to do at least fire damage to them. I'll try that out, if I run into another group.
Pure-Flame Infusion says it ignores spell resistence, while the magic immunity says it blocks any spell and spell like ability that allows spell resistence.
Acid pits are an excellent way to deal with stone/iron golems. They will almost always fail their save to avoid falling in and the acid damage each round ignores their DR. So they will slowly dissolve in the pit and you can deal with other opponents in the meantime.
Elemental enchantments on weapons don't check against SR, so the golem isn't immune to them and unless the golem has energy resistance it will take full damage from the elemental damage.
In tabletop each type of golem has certain spells/ spell types that the golem isn't immune to but might not have the effect you expect. Iron golems are slowed by electrical damage, no save, but fire damage breaks slow effects and heals them 1/3 of the damage the effect would have done. I don't think those rules were implemented by Owlcat ( I cannot imagine how difficult it would have been to code that to bypass the spell immunity effect).