Iron Flask

Wondrous Item, Legendary
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink.
You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the Monster Manual for the creature's stat block).
1d100Contents
01–50No creature
51Arcanaloth
52–54Bone Devil
55–56Cambion
57–58Dao
59Deva
60–61Djinni
62–63Efreeti
64–65Erinyes
66–67Fomorian
68Githyanki Knight
69Githzerai Zerth
70–71Glabrezu
72–74Hezrou
75Incubus
76–77Invisible Stalker
78–79Marid
80Marilith
81–82Mezzoloth
83–84Nalfeshnee
85–86Night Hag
87–88Nycaloth
89Planetar
90–91Red Slaad
92–93Salamander
94Solar
95Succubus
96Ultroloth
97–99Vrock
00Xorn

Dungeon Master's Guide 2024 (BR)

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