CapnZapp
Legend
I'd really like you to explore this house rule (in another thread, I presume).
The problem is this: for any monster, except possibly those of the lowest CR, that features damage resistance (or immunity etc), like this...
Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
...this trait is essentially fluff, unless you run a non-standard low magic campaign.
I would say the probability of a golem or devil actually benefiting from damage resistance against level-appropriate heroes is very low or even non-existing. Almost every adventure I've seen for 5e will have handed out a magic weapon by level 5 or so. Bothering to tell us Iron Golems or Pit Fiends or Kraken need magic weaponry to be damaged fully is basically a joke.
I do understand the value of signaling "this monster can't be killed by regular town militia", but if you're as bothered by this as I am, I offer you the following simple suggestion:
We divide monsters into three rough tiers:
- Heroic monsters (CR up to ~10) remain unchanged.
- Paragon monsters (CR approx 10 - 20) with damage resistance now needs +2 weapons
- Epic monsters (CR above ~20) with damage resistance now needs +3 weapons
This means an Erinyes now resists your magical sword unless it specifically has a +2 bonus (or greater), since we deem it a paragon monster (its CR is 12).
These tiers are not meant to be strict. If your story benefits from making a noble Werebear immune to +1 weapons despite being "only" CR 5, then so be it.
If a material is specified (such as silver) this makes the weapon count as one step higher. An adamantine +1 sword cuts through the damage immunity of an Iron Golem, despite not being +2.
Zapp
PS. Please note I made this a "plus thread". I really don't need any "this is why this is a bad idea" posts. Thanks