Dispel Evil and Good
- Kind
- Effect
- Lasts
- 10 turns
Aberrations, celestials, elementals, fey, fiends and undead have Disadvantage on Attack Rolls against this creature. Additionally, it can break otherworldly enchantments that Charm, Frighten, or Possess allies.
What it does
- Attacks against it have Disadvantage
- Grants Dispel Evil And Good: Break Enchantment
- When applied
- Removes Malefic Possession
Decoded from the status's boosts and functors in the game's stats files; the description above is the game's own.
How long it lasts
- 10 turns · 1 source
The duration is set by whatever applies it; the counts are the sources below.
- Can end when it casts a spell, under a condition.
What applies it 1
Every spell, item, feature and effect in the game data that applies it, traced through the hidden helper statuses and passives in between.
Spells and actions 1
Dispel Evil And Good · 10 turns