Wondrous Item, rare (requires attunement by a a Long Rest)

This heavy iron flask is roughly the size of a human forearm, and it's surface is covered in dents and scratches. The flask has a teardrop shape and a seal of pitch-black wax covers the opening. Every now and again, the flask shakes and trembles as if something is trying to force its way out from inside. Red-dyed strips of some unknown leather provide a way to grip the flask's handle, and the scent of blood clings to it like a funerary shroud. (A DC 15 Intelligence (Investigation) Check reveals there are four words carved into the bottom of this flask in Sylvan. These words are "He Who Rages Endlessly." A DC 20 Intelligence (Arcana) Check would allow someone to realize this is the True Name of whatever entity is contained within this flask.)

SUMMON RAPSCALLION (ITEM ABILITY):  This enchanted iron flask serves as the prison for an especially vicious red cap known as Rapscallion. This bloodthirsty creature was once the favored pet of the Moonlight King of the Unseelie Court before he was driven to madness by his daughter, Isomedae. The king's descent into insanity prompted the Queen of Air and Darkness to banish her daughter to the Betwixt and Between while also placing Rapscallion inside this ensorcelled flask.

As an ACTION, the creature attuned to this item can uncork the flask and pour its contents onto an unoccupied space within 5 Feet. This will call the red cap within forth. If combat is taking place, the vicious Rapscallion will act on his own initiative and obey the spoken and telepathic commands (No Action Required) of the creature attuned to the flask. If no commands are given, the red cap will attempt to attack the nearest individual regardless of if they are allies or enemies. 

However, if combat ends, the creature attuned to this flask must speak the red cap's True Name, "He Who Rages Endlessly," aloud as an ACTION so Rapscallion can hear it. The red cap must then succeed on a DC 18 WIS Saving Throw rolled at DISADVANTAGE. If he passes, Rapscallion will turn on the individual that summoned him forth, trying to kill them and reclaim the flask. If he fails, Rapscallion remains under the control of the creature attuned to this item as if suffering from the effects of a Dominate Monster spell. Creatures with resistance to or immunity from being Charmed can be Charmed by having their True Name spoken, and any Wisdom Saving Throws made to resist this effect are made at DISADVANTAGE. If the creature attuned to this flask is slain or knocked unconscious, Rapscallion will attempt to reclaim the flask before attacking the nearest individual regardless of if they are allies or enemies. 

Lastly, Rapscallion does not regain lost HP unless he is left in the flask for 7 days. He can then be summoned at full health. Otherwise, if he is summoned again, he returns with the same HP he had when he last entered the flask. If the red cap is slain, the flask rapidly rusts and crumbles to dust. Rapscallion has the stats of a red cap with maximum HP. 

Below is the information for the Dominate Monster spell:

Dominate Monster

While the creature is charmed, you have a telepathic link with it as long as the two of you are in the same realm. You can use this telepathic link to issue commands to the creature while you are conscious (No Action Required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your ACTION to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a REACTION, but this requires you to use your own REACTION as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Notes: a Long Rest

Dramatis

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