This simple brass bottle and stopper weighs 1 pound. When you open the bottle, it emits a thick, white smoke that coalesces into the creature that was last trapped inside. The creature materializes in the nearest unoccupied space into which it will fit. (A creature of CR 8 or lower may be determined randomly by the DM when the bottle is first obtained; the DM may use some other method to determine what creature inhabits the bottle.) The creature thus appearing will serve you in a manner appropriate to its kind if it fails a DC 15 Wisdom saving throw. The creature will follow orders it can understand until it is killed or until you open the bottle again, at which point the creature will become thick, white smoke and return to the bottle. On a successful saving throw, the creature is free of the bottle's enchantment and may attempt to escape or to attack. (The DM may adjudicate this as desired or use a high/low dice roll to decide which choice the creature makes. If the creature is a PC, the player resumes control of the character on a successful saving throw.) Whenever the creature fails the saving throw three times in succession, the DC increases by one.
If an order you give the creature of the bottle results in it taking damage in excess of 50% of its current hit points, the creature may make another Wisdom saving throw at the current DC to break the bottle's enchantment. If you command the creature of the bottle to harm itself directly, such as ordering it to "walk into the fire," it may make another Wisdom saving throw at the current DC, with advantage, to break the bottle's enchantment.
A creature that has broken the bottle's enchantment has advantage on saving throws to avoid capture by the bottle and to escape the bottle's enchantment.
A creature that is killed while bound to the bottle is dead and no longer bound to the bottle.
Possession of the bottle does not confer any abilities on the possessor. If the creature cannot understand your commands, it cannot fulfill them. It will remain in the unoccupied space nearest to you, matching its movements to yours, until you give it a command it understands or until you reopen the bottle, at which time it returns to its smokey form to be drawn back inside the bottle. The creature will defend itself if attacked.
When the bottle is empty and no creature is bound by its enchantment, it may be used to capture any creature. The creature in possession of the empty bottle may open the bottle and use the command phrase etched into the brass on the bottom of the bottle, "My Servant," to force a creature that it can see to make a DC 12 CONS saving throw or be transmuted, along with all that it is wearing and carrying, into thick, white smoke and drawn into the bottle. A creature thus captured is in stasis, inhabiting a timeless bottle space, without consciousness or need for sustenance, until the bottle is opened. (See above.)
Notes: Control, Utility, Container
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