Iron Flask 5e
Wondrous Item, legendary
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If 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 saving throw. 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 need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, 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 that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.
Iron Flask Occupant Table
d100 | Contents |
---|---|
1-50 | Empty |
51 | Arcanaloth |
52 | Cambion |
53-54 | Dao |
55-57 | Demon (type 1) |
58-60 | Demon (type 2) |
61-62 | Demon (type 3) |
63-64 | Demon (type 4) |
65 | Demon (type 5) |
66 | Demon (type 6) |
67 | Deva |
68-69 | Devil (greater) |
70-72 | Devil (lesser) |
73-74 | Djinni |
75-76 | Efreeti |
77-78 | Elemental (any) |
79 | Githyanki knigh |
80 | Githzerai zerth |
81-82 | Invisible Stalker |
83-84 | Marid |
85-86 | Mezzoloth |
87-88 | Night hag |
89-90 | Nycaloth |
91 | Planetar |
92-93 | Salamander |
94-95 | Slaad (any) |
96 | Solar |
97-98 | Succubus/incubus |
99 | Ultroloth |
00 | Xorn |
Commentary by Sam West, Twitter: @CrierKobold
An Iron Flask is about as close to a Pokeball as you can get in Dungeons & Dragons; you pick an extra-planar baddy, force it to make a save, and BAM! You’ve got yourself a summonable critter! It even becomes your friend!
Demons are categorized by power in six categories, type 1 through 6 from weakest to strongest.
Devils similarly are broken into castes with greater and lesser demons categorizing them broadly in half.
What demon or devil specifically is inside is up to your DM.
While there aren’t a set number of uses available to you, creatures you capture get advantage on subsequent saves, encourigng you to capture different creatures and figure out how to “dispose” of previously captured extra-planar allies.
Commanding this creature requires no actions.
You don’t have a telepathic link or any other magical bond to the creature, requiring it see or hear you to receive orders at least.
The flask doesn’t require attunement; whoever removes the flask and releases the creature inside gains control of it.
You can capture a creature while a creature is under your control from having been captured within the flask, but is currently outside of it.
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