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** But then any wizard can bypass SR if they're properly prepared, and there's a ton of spells that ignore SR anyways.
** There's also the psion-killer (psions basically being wizards using MP instead of [[Vancian Magic]]), a golem specifically designed, as one might infer, to kill psions (and by extension wizards/sorcerers).
** "[[The Order of the Stick
** Fourth Edition largely averts this by not having a lot of potential instant-kill tricks in the first place. Elite and solo monsters ''will'' be tougher than standard ones (to say nothing of minions) and may take less damage from some attacks, but outright immunities to things player characters are likely to use often are relatively uncommon and conditions can be inflicted on these creatures as normal.
* ''[[Paranoia]]'' gives certain NPCs "GM fiat armor" as shorthand for "beating this guy would really mess up the plot, [[Railroading|so whatever the PCs try]], [[Hand Wave|contrive]] some excuse for it to fail".
* ''[[
== Video Games: RPG ==
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** This is referred to as the "Purple Triangles of Doom" because of the aura of purple triangles floating around the Archvillain's head. When they point up he has magnitude 50 protection against most status effects ''on top of'' the magnitude 6 protection that he would have as a normal Elite Boss. When the triangles point down, then he only has the magnitude 6 protection. This up and down cycle is not very obvious with all the other visual effects going on during battles, so usually nobody notices that they are down unless the Archvillain is suddenly locked in a Hold. For reference, your average status effect tossed around by the player will at most have a magnitude of 3.
* The vast majority of ''[[Final Fantasy]]'' bosses are immune to any form of instant death attacks, status effects, and [[Percent Damage Attack|Percent Damage Attacks]]. There'll occasionally be one or two bosses in a game that the spells will work on, to reward players that [[Try Everything]], and there's frequently a slots combination that'll kill anything<ref>many games feature an attack that functions as a slots minigame, with the effect depending on the combination. The "you win" combination is invariably obscenely difficult to get, and often screwing it up result in ''you'' losing.</ref>, though.
** Surprisingly, in the original ''[[
*** In addition, the final boss can be killed by casting Bane, a ''[[One-Hit Kill]]'' spell. It doesn't always work, although that's no problem since you can infinitely cast Bane using the Bane sword as an item.
** ''[[
** There's a glitch in early versions of ''[[
** Odin's Zantetsuken in ''[[
*** In ''[[
** On the other hand, ''[[
** ''[[
* Geno Whirl of ''[[
* ''[[
** See also the ones that are immune to [[One-Hit Kill|Power Word Die]].
* In [[Mass Effect 3]]:
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* The boss of ''[[Septerra Core]]'' was immune to insta-kill attacks and only flinched on high-power attacks. However, using the cloak spell prevented him from landing his one-hit party-kill attack against any party member.
* ''[[Shin Megami Tensei Nocturne]]'' contains 5 elements for inflicting stats aliments (mind, nerve, death, expel and curse). that can all inflict various standard stats effects all but 2 bosses (Forneus, who comes before the first instant death spell and Troll, who is weak enough to be a miniboss at most) are immune to death/expel and all but a handful of early bosses null or strongly resist the other 3. Most of the instant kill effects do work well on various [[Flunky Boss|flunkies]] however.
** ''[[
** In ''[[
** The day 7 boss in [[Devil Survivor 2]], Benetnasch, has a passive "Pacify Human".
* Bosses in ''[[World of Warcraft]]'' tend to be immune to incapacitating effects such as [[Baleful Polymorph|Polymorph]], [[Anti-Magic|Interrupt and silence effects]], and most notably stun effects. This is quite necessary, as if they weren't, every party would simply take as many rogues as possible to keep a boss stun-locked and incapable of doing anything. Similarly they're almost always immune to slow, to prevent them from being kited to death. There was a boss in ''The Burning Crusade'' whose movement speed was slow enough to allow kiting, and on heroic difficulty some people did indeed refrain from ever getting close to it.
** Bosses are almost always immune to silence, and some of their spells cannot be interrupted, though others can be, and indeed interrupting them can be necessary. Lady Deathwhisper's is a good example with her interruptable frostbolt of Kill the Tank. The game is helpful enough to provide a shield around the cast bar of uninterruptable spells so people don't waste an spell. A few spells also simply have a different effect on them (most notably the Deep Freeze spell of Frost Mages). And they are fully vulnerable to attacks or spells that can only be used on targets with low health or do more damage in that case. Those skills typically kill of a normal enemy right away, but against a boss they are still valuable, especially against the kind of boss that is [[Turns Red|the most difficult at low health]].
* Most bosses in the ''[[
** For that matter, Random Encounter enemies are rarely, if ever, immune to status effects, and like in ''[[
* In ''[[Neverwinter Nights]],'' it shows the results of the in-game die rolls on the game journal. It gets rather annoying when you see "Player casts Hold Person. Boss attempts Will save. Fail!" while the boss continues to attack.
* In most ''[[
* In the ''[[
* Subverted in the rogue-like ''Ancient Domains of Mystery''. Many of the game's most difficult bosses can be rendered impotent if the player uses confusion, blindness, darkness, poison, or stun on them.
* The only way to truly get rid of a ''[[Nethack]]'' monster is to dispose of its corpse. The [[Horsemen of the Apocalypse|Riders]] {{spoiler|save for yourself when you start out spelunking}} have special coding that makes getting rid of their corpses nearly impossible and they are more than likely to revive under your disposal efforts. The Wizard of Yendor is similar as, after you have stolen a [[McGuffin]] from him, he will constantly revive no matter how many times he is killed and will make the remainder of your game miserable.
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** Same thing with Screw Attack. It instakills normal enemies but doesn't work on any boss. It is not completely useless, but generally only causes very little damage to the boss and you take some damage yourself or it has to be very precisely aimed (in this cases, though, it does deal MASSIVE DAMAGE).
* Bosses in ''[[No More Heroes]]'' are completely immune to regular attacks, unless they are struck during specific times during their attacks.
* In ''[[
* The bosses of the [[Downloadable Content|DLC]] "special stages" in ''[[
* The final boss in ''[[
* The end boss in ''[[
* In ''[[Syphon Filter]] 1'', the [[Big Bad]] is mysteriously immune to all attacks except gas grenades. Likely
[[Story-Driven Invulnerability]]. Justified with the second boss, Girdeux, who wears full body armor, except for his [[Exploding Barrels|flamethrower tank]].
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* In ''[[Heretic]]'' and ''[[Hexen]]'', if an attack would guarantee a one-hit kill or render the enemy as good as dead (such as by transforming them into something weak), boss monsters are either completely immune to it (in the case of special effects) or take a negligible amount of damage (in the case of literal one hit kills).
** On the subject of the engine, the {{spoiler|Icon of Sin}} of [[Doom]] 2 is outright invincible to every weapon except the rocket launcher. INCLUDING the [[BFG]]-9000. It is only that specific boss, though - you can kill the {{spoiler|Spider Mastermind}} in the original game at point blank with the BFG with one shot.
* In the first two ''[[Turok (
* ''[[Deus Ex: Human Revolution
* Sanchez, the first boss-type enemy in ''[[Soldier of Fortune]] II'', is immune to bullets and can only be killed by electrocution.
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* ''[[Command and Conquer]]'' plays this straight; in the GDI campaign, you can't one shot the temple of Nod with the Ion Cannon. The rest of the series made sure you can't knock out the superweapon building or construction yard with only one superweapon attack, but the rest of the base used to power these weapons were fair game.
** ''Tiberian Sun's'' expansion ''Firestorm'' had a curious glitch in the last mission of the game. While a single [[Kill Sat|Ion Cannon]] blast won't destroy the mission objective, it can destroy the firestorm generator protecting it. Doing so bypasses the entire sidequest of having to capture the relay stations to shut the core off. In addition, while the Core Defender is resistant to all attacks, it was still programmed as a base land unit, so if you destroyed the bridge it was on while it was over water, it just dies due to the game not knowing what to do with a unit dropped into water.
* In the [[Turn
* [[Difficult but Awesome|Cyrus]] in the ''[[Dawn of War]] II'' campaign gains an ability to use [[Cold Sniper|his sniper rifle]] to instantly kill any infantry unit. While it makes sense that it doesn't work on vehicles or Monstrous creatures like [[Boss in Mook Clothing|Carnifexes]], it makes less sense that it doesn't work against bosses which are just more powerful infantry units (though it does do a lot more damage than his regular attack). Bosses are also immune to stun and knockback effects in the [[Dawn of War]] II campaign, making it impossible to disrupt them; this is removed in the expansion Chaos Rising, where most bosses, particularly infantry, can be stunned and knocked around at your leisure.
* The final four bosses in ''[[Fire Emblem Tellius
** Assassins, in the games that have the class, are able to randomly [[Single-Stroke Battle|kill their opponent instantly]], even if the attack would otherwise have dealt 0 damage. In the [[Fire Emblem Elibe|GBA]] [[Fire Emblem the Sacred Stones|games]] everything but the final boss is fair game to be assassinated, but as of ''[[Fire Emblem Tellius|Path of Radiance]]'', all enemies classified as bosses have contracted the immunity.
* In ''[[
== Video Games: Shooters ==
* Some games, usually on-rails shooters like ''[[Star Fox (
* It's very common for [[Bullet Hell]] shooters to have the [[Bonus Boss|Bonus Bosses]] and/or [[True Final Boss|True Final Bosses]] become invincible when the player bombs, taking no damage from the bomb or any of the players shots until the effect of the bomb ends. Generally, a barrier of some sort will be placed around the boss to show when this is occurring, although other things have been known to occur to indicate that the boss simply is not taking any damage (for example in ESP.Ra.De the boss literally leaves the screen). Sometimes the standard [[Final Boss]] gets this type of invincibility as well when they're on their [[Turns Red|final pattern]]. [[CAVE]] and [[Touhou Project]] games are prime examples of this.
* A few weapons in the [[
== Video Games: Stealth ==
* In ''[[Assassin's Creed II]]'' all generic enemies are vulnerable to your Hidden Blade (and in particular to being [[Counter Attack|counter]] [[One Hit KO|killed]]), but the penultimate and final boss are conveniently immune.
** Also played straight in ''[[Assassin's Creed: Brotherhood]]'': In addition to breaking free of grabs, the [[Kung Fu-Proof Mook|Kung Fu Proof Mooks]] and mini-bosses also can dodge or outright block counters; the final boss can as well. (There are two more story targets, but they're not so much bosses as "guys you have to kill without being detected, or mission failed.")
* In ''[[Metal Gear Solid]]'', you can't break bosses' necks, nor can you slit their throats, and the KO is just minor incapacitation.
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