Iron Flask

From Into the Wilds Wiki

IronFlask.jpeg
The Iron Flask was found by Dramos on an adventure to Anglan, in a wyrm lair.
The flask originally had a green slaad within. Dramos released the lizardine creature within the Yuan-Ti Pyramid and, at the end of the combat, took on the form of one of the adventurers and left.
Dramos used the empty flask to consume the spirit of the corrupted tree within the North Woods, deanimating the creature and allowing them access to the large Genai Stone which it had been protecting and drawing power from.
Whilst fighting Morthel, Dramos attempted to release the creature taken from the battle in the North Woods; however, nothing seemed to happen.

Statistics

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 DM or determined randomly.