dnd 5e – Does the Iron Flask magic item work on a creature that is immune to the charmed condition?

The description of the iron flask magic item states, in part:

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.

Now my issue with this comes from the following incident that just occurred in my past session for Baldur’s Gate: Descent into Avernus.

The players traversed the Scab prior to entering the Bleeding Citadel to find the iron flask amongst the deceased Night Hag’s objects in her lair. They released the fiendish flesh golem and killed it due to it not being theirs and attacking them as the module says. They still held onto the iron flask after the wizard identified it, and realized its potential for demons if anything. So they eventually came across the diggers trying to dig out the Crokek’toeck. They killed them and reached the beast themselves to capture it in the Iron Flask instead. The bit I’m concerned with is they intend to use the creature as a trump card and have it serve them in battle for the hour of use.

What I don’t understand is that the iron flask doesn’t explicitly state that this is a charm on the creature to force its friendly position towards the party and adhere to their commands. The crokek’toeck has immunity to the charmed condition. This confuses me, as I presume the iron flask technically charms said captured entities to obey their temporary master(s). However, the item description neglects to state this.

Do I proceed with the crokek’toeck being immune to the friendly nature once it pops out, and have it proceed to flee, attack the party, etc.? Or is the iron flask meant to override that immunity, and so their plan works as they think it would, meaning the crokek’toeck obeys the party?

I’m seeking a logical answer prior to flavored suggestions.

dnd 5e – Does an Iron Flask (5e) work on a creature that is immune to Charm?

The Iron Flask item states:

(…) 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. (…)

Now my issue with this comes from the following incident that just occurred in my past session for Baldur’s Gate: Descent into Avernus.

The players traversed the Scab prior to entering the Bleeding Citadel to find the Iron Flask amongst the deceased Night Hag’s objects in her lair. They released the Fiendish flesh golem and killed it due to it not being theirs and attacking them as the module says. They still held onto the Iron Flask after the wizard identified it and realized its potential for demons if anything. So they eventually came across the diggers trying to dig out the Crokek’toeck. They killed them and reached the beast themselves to capture it in the Iron Flask instead. The bit I’m concerned with is they intend to use the creature as a trump card and have it serve them in battle for the hour use.

What I don’t understand is that the item doesn’t explicitly state that this is a charm on the creature to force its friendly position towards the party and adhere to their commands. The crokek’toeck has immunity to charm and this confuses me as I presume the Iron Flask technically charms said captured entities to obey their temporary master(s).

Due to the fact the item neglects to state this; do I proceed with the crokek’toeck being immune to the friendly nature once it pops out and proceeds to flee, attack, etc the party, or is this Flask meant to override that immunity and it works as they think it would, therefore obeying the party?

I’m seeking a logical answer prior to flavored suggestions.

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dnd 5th – Guardians of spirits and iron golems

Guardian Spirit states:

when the creature enters the area for the first time on a turn or starts there turn, it must make a saving save throw

If the golems are alive when the cleric enters the room, they will suffer damage if they are within range.

What happens next, it's up to the DM to control the golems

After being damaged, they may not react (do golems feel the pain?) And may choose to continue to hide. The DM may decide that there is no way to know that he is taking damage, or that a clever party member might (using passive perception) notice that the spirits seem to attack the statues.

Truesight does not help

The rules for Truesight state:

A creature with a real vision can, in a specific area, see in normal and magical darkness, see creatures and invisible objects, automatically detect visual illusions and succeed in saving jets against it, and perceive the original form of 39, a form transformer or a creature magically transformed.

In addition, the creature can see in the ethereal plane.

Golems are not in magical darkness, they are not invisible, they are not illusions, they are neither transformed nor transformed by magic, and they do not exist in the ethereal plane.

Truesight is not necessary to detect that golems are alive if they are alive. If they are not alive, then Truesight can not detect that they can come to life.

5th dnd – Does an Iron Defender ridden by a craftsman still have his actions, if he is ordered?

Playing the role of a human artificial blacksmith with the Enlarge / Reduce spell, I want to use the Steel Defender as a mount. It's a medium-sized construction that gets big under the effects of the spell.

You can design the Steel Defender as you please, as:

You determine the appearance of the creature and whether it has two legs or four; your choice has no effect on his game statistics. (Eberron – Getting out of the last war, p.61)

Even if it has "no effect on game statistics," we can assume that we care enough to design it so that it can function as an appropriate medium.

The PHB rules for a combat mount, on page 179:

… and it only has three options for action: Dash, Disengage and Dodge.

But also says, shortly after:

An independent mount keeps its place in the order of initiative. Wearing a runner imposes no restrictions on the actions that the mount may undertake, and he moves and acts as he wishes. (it's me who emphasizes)

The Steel Defender has an intelligence of 4, which means that it does not act automatically (and always) as an independent mount (this is not the case). enough clever). However, according to this question and the answer accepted / voting, all frames may act independently.

Yet in the text of rules for Steel Defender (page 61 of Eberron – Getting out of the last war) it says:

He can move and use his reaction alone, but the only action he undertakes in his turn is the Dodge action, unless you take a bonus action in turn to control it …

Another relevant rule:

… the Steel Defender shares the number of your initiatives, but it takes its turn immediately after yours.

Which is identical to the PHB rules for a mounted creature.

If I use my bonus action to my turn to order it while being mounted, can he still use his Reinforced by force or repair the action in turn?


related issues


Essentially what I'm looking for (Picture of Final Fantasy Brave Exvius):

Power Armor

Not that the rules are what it looks like. It could just as well be a mechanical horse.

history – Was the invasion of the green skin defeated in Nuln the one who captured the High King of the Dwarves, Kurgan Iron Beard?

I'm creating a concept map of the WFRP World Background (in French) and I want to know if these two events in Old World history are related.

The skin-green invasion came from the south and was defeated by Sigmar and the Allied Tribes. In the history of the ancient hammer that Ghal-Maraz offered to Sigmar, he defeated a black orc at the head of a group after capturing the High King of the dwarves Kurgan Ironbeard.

The Black Orc Warboss known as Vagraz Headstomper and his troops are part of the invasion of green skin, mentioned above?

5th dnd – Misty coming out of Bilarro iron bands?

Tapes do not prevent teleportation

The limits of Misty Step are clear:

you are teleporting up to 30 feet has a unoccupied space this you can see

The only way the iron band could interfere with one of them if it obstructed the target's vision. There is no trace of this in the description.

The groups could teleport with you

Sage advice:

In your opinion, could a wizard tied up (but not gagged) throw Misty Step to free himself?
It's at the DM. I would say that you can teleport from bonds that are attached to a wall or the like.

My opinion

Misty Step is magic, and you pay the price, you spend a spell and an action. You can clearly get out of the fight with Misty Step, and the chains seem even simpler. Once the groups have caught you, they are no longer different from the chains.
I'll let Misty Step get you out of there.

Marvel Super Heroes – Is there a way for Captain America to hurt Iron Man using only his own abilities?

Captain America has no way of reducing Iron Man's VP but can potentially slam it or stun it.

Using karma for a power cascade or taking advantage of the fact that Captain America possesses talents in all forms of martial arts, he is able to hit or stun Iron Man, which offers some limited means of the "hurt". However, let's look at Cape's options for dealing damage.

Captain America has three main combat options: a blunt attack with his fists, a blunt attack with a weapon or the projection of his shield. (This is not going well in talent, which would make it easier to hit with its attacks but will not affect the damage they inflict)

Blunt attack with fists

By fist fighting, a character can inflict
damage points up to his strength rank number on a
opponent. That many health points are removed from
the total of the opponent. If someone reaches 0 Health, it is
stunned (see Getting hurt).

The strength of Captain America is remarkable (30). The Iron Man armor offering astonishing protection against physical damage, it can not be hurt by any damage not exceeding 50, so that Cape 's fist attack does not damage it. will not affect.

Blunt attack with weapon

A character using a blunt weapon does more damage;
he gains a + 1 CS, but only for the calculation of the damage. For
For example, Spider-Man, with incredible strength, inflicts 40
damage points when it hits someone. If he hits someone with a block, he gets +1 CS on the damage,
he inflicts exceptional damage (50 points) instead. the
the material force of the blunt weapon must be equal or
greater than the strength of the attacking hero.

Suppose Capte picks up a blunt weapon that is materially larger than Remarkable, and attacks with it. He can change columns in Incredible, inflicting up to 40 damage. The incredible armor of Iron Man will absorb the whole lot.

Throw his shield

The Cape Shield is a blunt object (this is specifically mentioned as an example in the rules):

The blunted attack deals equal damage to the
Launcher strength or material strength of the
the discarded object, the lesser of the two. The effect of a
blunt weapon throw can always be reduced to a lesser
color or can inflict less health damage.

The Cape Force is remarkable, as we have already explained, so this attack is the prey of the same trap as the other two. From the shield itself:

He can do up to Incredible (40) blunt damage when Captain America used it based on his current strength, and Remarkable (30) slightly higher damage depending on how he chose to impose it.

Unfortunately, although the shield is materially enough to get a higher column in case of damage, Cap's Strength limits it, so you can not even damage it with the shield on the grounds that it's not too strong. it is Vibranium.

5th dnd – For a 2019 Battle Smith artificer, does the Iron Defender Attack Bonus increase with the Artificer's Mastery Bonus?

Does the Iron Defender & # 39; s Cock strike bonus increase when the skills of a Artificer Battle Smith (from the Aug. 2019 Artificer) increase?

The starting bonus is +4 (which, I guess, is the Iron Defender's STR + bonus skill bonus), but nothing in the subclass description indicates that the bonus has changed.