*Wondrous item, rarity varies (cost varies)*
**Crafting Components:** Blood from a survivor of fractured rift disorder
Developed by Arcane Exterminators, these magical prisons are referred to as “boxes” by industry convention, but are frequently also crafted as bottles, amulets, orbs, etc. You may use an action to open this box and attempt to trap an aberration, celestial, elemental, fey, fiend, or undead creature within 30 feet of you inside of it. The creature must make a Charisma saving throw against a DC, determined by the rarity of the box, or be bound in a harmless demiplane until the box is opened again or destroyed. Creatures that have been trapped in a *box of evil and good* before have advantage on this saving throw. **Creatures that are not bloodied automatically succeed on this saving throw**, as do creatures whose level or CR exceeds the maximum CR of the box.
While trapped, the creature within is in stasis: it does not need air, food, or drink, and it does not age. Creatures are released from the box in the same physical and mental state in which they entered it. Although creatures do not experience time within the box, they are roughly aware of how much time has passed since they entered the box when they are released from it.
Newly acquired boxes may already have creatures inside of them. Casting *[identify](https://a5e.tabletopbytheik.nl/compendium/spells/identify)* on the box reveals if the box is occupied, but not what kind of creature resides within. A box can only contain one creature at a time, and if a box containing a creature is opened again, the creature within is released and the box shatters into useless pieces.
TABLE: BOXES OF EVIL AND GOOD
| Rarity | Gold Cost | Max CR | Save DC |
| --------- | --------- | ------ | ------- |
| Common | 100 gp | 5 | 13 |
| Uncommon | 500 gp | 10 | 15 |
| Rare | 5,000 gp | 15 | 17 |
| Very Rare | 50,000 gp | 20 | 19 |