please delete
sorcerin
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I started unbuffed so his dispel was a waste. Then I stood my ground until the golems cast their cloudkills. Next the whole party ran Southeast to get off the traps, and formed up just off the circular mosaic. I had them start to buff while the enemy closed in, so by the time the golems reached the front line, the fighters had drunk their potions and the mages were stoneskinned. The sorceress, cleric and cleric/mage continued to cast buffs while the fighters concentrated on the golems first. They go down fast, but they hit hard, so get rid of them first. Once the buffs were done, the clerics switched to healing spells on the fighters. The sorceress didn't really have anything to do once the buffs were done.
To me, the thing that makes this fight so hard is the way the dispel traps on the floor change the usual way IWD fights go. In this case, a battle of motion is entirely in the enemy's favor, so don't play that game. Move the battleground away from the traps, make them come to you.
The bleeding effect offers no save. I believe Belhifet's attack can do either poison or disease damage, so you'd need inherent immunity to both in order to avoid spell disruption. I thought paladins got immunity to disease in IWD, and I know druids get immunity to poison, so your paladin might be able to avoid some of the damage. Otherwise, you'll just have to prevent at least one cleric from getting hit, so that he or she can cast Heal on the others.
@BillyYank is right. Slip away from the middle of the room, or use the Find Traps spell or CTRL-4 to make sure you know where they are and walk around them. Spell Immunity might make your sorcerer immune to Dispel Magic, but I don't really know.
Some other tactics might be possible depending on your spell picks for the sorcerer. Namely, he or she could hit Belhifet in Iron Golem form during Time Stop if you chose both Time Stop and Shapechange. Mordenkainen's Sword during Time Stop, or a very strong quarterstaff, might make a small difference.
Other than that, you might spam summoning spells to hold off the enemy. Even weak summons like those from Animate Dead have lots of HP in HoF mode, and undead ones are immune to disease and poison. They won't deal much damage, but they should give some extra breathing room if you position them well.
I removed his spell level immunities, made him vulnerable to +2 weapons so archers could hit him, and tweaked his weapon so the poison and disease damage would be temporary instead of permanent (they only last 10 rounds now), and the target can now save vs. death to avoid either effect. Belhifet will only have 50% magic resistance to avoid spells, and his spell disruption can be blocked by something other than Protection from Magical Weapons. He's still immune to all disablers and instant death effects by virtue of his MINHP1 item, and he still hits like a truck, but at least he fights more or less fair.
If you have a Dwarven Defender as your tank...well, with a few items they can attain physical invulnerability in this game so your opponents become a minor annoyance, at best.
Don't forget that a high-level druid's water elemental form has a base 75% resistance to all physical attacks. Backed up by a bard using the War Chant of Sith those get boosted to 85%. Druids may also cast Armor of Faith before shifting form.
Belhifet's attack in the original didn't actually do crushing damage, though AC bonuses vs. crushing did help. He was attacking with his bare hands, and therefore did nonlethal fist damage. I remember having a Fighter->Druid with immunity to crushing damage in Water Elemental form (thanks to a bard song and the Great Shield) and being surprised that she took full damage from his attacks, but could not be reduced below 1 HP, and just got knocked out instead of dying.