2-20
Different values: 5
=====================================
object {2-20}
    _id : string {2-20._id} (all different values)
    folder : string {2-20.folder} (same value: 'qA32bNvQ2w4y0Mfe')
    img : string {2-20.img} (same value: 'systems/pf2e/icons/default-icons/npc.svg')
    items : array<object> {2-20.items}
        Length: min=8 max=30
        Value type: object {2-20.items.[]}
            _id : string {2-20.items.[]._id} (56 different values)
            [_stats] : object {2-20.items.[]._stats}
                compendiumSource : string {2-20.items.[]._stats.compendiumSource} (29 different values)
            img : string {2-20.items.[].img} (29 different values)
            name : string {2-20.items.[].name} (43 different values)
            sort : integer {2-20.items.[].sort} (30 different values)
            system : object {2-20.items.[].system}
                [acBonus] : integer {2-20.items.[].system.acBonus} (same value: 1)
                [actionType] : object {2-20.items.[].system.actionType}
                    value : string {2-20.items.[].system.actionType.value} (3 different values)
                        'passive' (x15)
                        'action' (x10)
                        'reaction' (x6)
                [actions] : object {2-20.items.[].system.actions}
                    [value] : integer {2-20.items.[].system.actions.value} (3 different values)
                        1 (x8)
                        3 (x1)
                        2 (x1)
                [area] : object {2-20.items.[].system.area}
                    type : string {2-20.items.[].system.area.type} (2 different values)
                        'line' (x4)
                        'burst' (x2)
                    value : integer {2-20.items.[].system.area.value} (4 different values)
                        10 (x2)
                        60 (x2)
                        30 (x1)
                        120 (x1)
                [attack] : object {2-20.items.[].system.attack}
                    value : string {2-20.items.[].system.attack.value} (same value: '')
                [attackEffects] : object {2-20.items.[].system.attackEffects}
                    custom : string {2-20.items.[].system.attackEffects.custom} (same value: '')
                    value : array<string> {2-20.items.[].system.attackEffects.value}
                        Length: min=0 max=2
                        Value type: string {2-20.items.[].system.attackEffects.value.[]} (2 different values)
                            'knockdown' (x1)
                            'sinister-bite' (x1)
                [autoHeightenLevel] : object {2-20.items.[].system.autoHeightenLevel}
                    [value] : integer {2-20.items.[].system.autoHeightenLevel.value} (2 different values)
                        3 (x1)
                        4 (x1)
                [baseItem] : string {2-20.items.[].system.baseItem} (3 different values)
                    'battle-axe' (x1)
                    'composite-longbow' (x1)
                    'leather-armor' (x1)
                [bonus] : object {2-20.items.[].system.bonus}
                    value : integer {2-20.items.[].system.bonus.value} (all different values)
                [bonusDamage] : object {2-20.items.[].system.bonusDamage}
                    value : integer {2-20.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {2-20.items.[].system.bulk}
                    value : mixed
                        integer {2-20.items.[].system.bulk.value} (2 different values)
                            1 (x2)
                            2 (x1)
                        float {2-20.items.[].system.bulk.value} (same value: 0,1)
                [category] : string {2-20.items.[].system.category} (6 different values)
                    'offensive' (x14)
                    'defensive' (x12)
                    'interaction' (x5)
                    'martial' (x2)
                    'light' (x1)
                    'ammo' (x1)
                [checkPenalty] : integer {2-20.items.[].system.checkPenalty} (same value: -1)
                [containerId] : empty
                [cost] : object {2-20.items.[].system.cost}
                    value : string {2-20.items.[].system.cost.value} (same value: '')
                [counteraction] : boolean {2-20.items.[].system.counteraction} (2 different values)
                    False (x28)
                    True (x4)
                [damage] : object {2-20.items.[].system.damage}
                    [0] : object {2-20.items.[].system.damage.0}
                        [category] : empty
                        formula : string {2-20.items.[].system.damage.0.formula} (4 different values)
                            '1d4' (x4)
                            '5d6' (x2)
                            '2d4' (x2)
                            '4d12' (x1)
                        kinds : array<string> {2-20.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {2-20.items.[].system.damage.0.kinds.[]} (same value: 'damage')
                        materials : array<> {2-20.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: empty
                        type : string {2-20.items.[].system.damage.0.type} (4 different values)
                            'electricity' (x3)
                            'cold' (x2)
                            'void' (x2)
                            'spirit' (x2)
                        [applyMod] : boolean {2-20.items.[].system.damage.0.applyMod} (2 different values)
                            True (x4)
                            False (x3)
                    [damageType] : string {2-20.items.[].system.damage.damageType} (2 different values)
                        'slashing' (x1)
                        'piercing' (x1)
                    [dice] : integer {2-20.items.[].system.damage.dice} (same value: 1)
                    [die] : string {2-20.items.[].system.damage.die} (same value: 'd8')
                [damageRolls] : object {2-20.items.[].system.damageRolls}
                    [0] : object {2-20.items.[].system.damageRolls.0}
                        damage : string {2-20.items.[].system.damageRolls.0.damage} (3 different values)
                            '2d8+8' (x1)
                            '2d10+8' (x1)
                            '2d6+5' (x1)
                        damageType : string {2-20.items.[].system.damageRolls.0.damageType} (same value: 'bludgeoning')
                    [15szkax6u7st28p1zg9i] : object {2-20.items.[].system.damageRolls.15szkax6u7st28p1zg9i}
                        damage : string {2-20.items.[].system.damageRolls.15szkax6u7st28p1zg9i.damage} (3 different values)
                            '2d8+8' (x1)
                            '3d6+8' (x1)
                            '1d12+5' (x1)
                        damageType : string {2-20.items.[].system.damageRolls.15szkax6u7st28p1zg9i.damageType} (same value: 'slashing')
                    [36cr95xwqd5fc3px3js0] : object {2-20.items.[].system.damageRolls.36cr95xwqd5fc3px3js0}
                        damage : string {2-20.items.[].system.damageRolls.36cr95xwqd5fc3px3js0.damage} (same value: '1d4+6')
                        damageType : string {2-20.items.[].system.damageRolls.36cr95xwqd5fc3px3js0.damageType} (same value: 'slashing')
                    [4w80hkfa6mifdmwxlf27] : object {2-20.items.[].system.damageRolls.4w80hkfa6mifdmwxlf27}
                        damage : string {2-20.items.[].system.damageRolls.4w80hkfa6mifdmwxlf27.damage} (2 different values)
                            '2d10+8' (x1)
                            '2d12+8' (x1)
                        damageType : string {2-20.items.[].system.damageRolls.4w80hkfa6mifdmwxlf27.damageType} (same value: 'piercing')
                    5agrpdu1xg688tw3a4m6 : object {2-20.items.[].system.damageRolls.5agrpdu1xg688tw3a4m6}
                        damage : string {2-20.items.[].system.damageRolls.5agrpdu1xg688tw3a4m6.damage} (same value: '1d6')
                        damageType : string {2-20.items.[].system.damageRolls.5agrpdu1xg688tw3a4m6.damageType} (same value: 'spirit')
                    [7n8ivl8tvng2hlqh48k3] : object {2-20.items.[].system.damageRolls.7n8ivl8tvng2hlqh48k3}
                        damage : string {2-20.items.[].system.damageRolls.7n8ivl8tvng2hlqh48k3.damage} (same value: '2d10+5')
                        damageType : string {2-20.items.[].system.damageRolls.7n8ivl8tvng2hlqh48k3.damageType} (same value: 'piercing')
                    a1yfnwfihfr3evyjpl65 : object {2-20.items.[].system.damageRolls.a1yfnwfihfr3evyjpl65}
                        damage : string {2-20.items.[].system.damageRolls.a1yfnwfihfr3evyjpl65.damage} (same value: '3d8+6')
                        damageType : string {2-20.items.[].system.damageRolls.a1yfnwfihfr3evyjpl65.damageType} (same value: 'piercing')
                    [f0r6c2buv1n0gagrebae] : object {2-20.items.[].system.damageRolls.f0r6c2buv1n0gagrebae}
                        damage : string {2-20.items.[].system.damageRolls.f0r6c2buv1n0gagrebae.damage} (same value: '1d8+6')
                        damageType : string {2-20.items.[].system.damageRolls.f0r6c2buv1n0gagrebae.damageType} (same value: 'slashing')
                    [tqbjg751evqfvp3ml68w] : object {2-20.items.[].system.damageRolls.tqbjg751evqfvp3ml68w}
                        damage : string {2-20.items.[].system.damageRolls.tqbjg751evqfvp3ml68w.damage} (same value: '1d8+6')
                        damageType : string {2-20.items.[].system.damageRolls.tqbjg751evqfvp3ml68w.damageType} (same value: 'piercing')
                rules : ignored (Foundry rules object) {2-20.items.[].system.rules}
                [deathNote] : boolean {2-20.items.[].system.deathNote} (same value: True)
                [defense] : object {2-20.items.[].system.defense}
                    save : object {2-20.items.[].system.defense.save}
                        basic : boolean {2-20.items.[].system.defense.save.basic} (2 different values)
                            False (x7)
                            True (x5)
                        statistic : string {2-20.items.[].system.defense.save.statistic} (3 different values)
                            'fortitude' (x7)
                            'reflex' (x3)
                            'will' (x2)
                description : object {2-20.items.[].system.description}
                    value : string {2-20.items.[].system.description.value} (41 different values)
                [dexCap] : integer {2-20.items.[].system.dexCap} (same value: 4)
                [duration] : object {2-20.items.[].system.duration}
                    sustained : boolean {2-20.items.[].system.duration.sustained} (same value: False)
                    value : string {2-20.items.[].system.duration.value} (7 different values)
                        '' (x16)
                        '1 minute' (x4)
                        'until the start of your next turn' (x4)
                        '5 minutes' (x3)
                        'varies' (x2)
                        'unlimited' (x2)
                        '10 minutes' (x1)
                [equipped] : object {2-20.items.[].system.equipped}
                    carryType : string {2-20.items.[].system.equipped.carryType} (same value: 'worn')
                    [handsHeld] : integer {2-20.items.[].system.equipped.handsHeld} (same value: 0)
                    [invested] : empty
                [group] : string {2-20.items.[].system.group} (3 different values)
                    'axe' (x1)
                    'bow' (x1)
                    'leather' (x1)
                [hardness] : integer {2-20.items.[].system.hardness} (same value: 0)
                [heightening] : object {2-20.items.[].system.heightening}
                    [damage] : object {2-20.items.[].system.heightening.damage}
                        [0] : string {2-20.items.[].system.heightening.damage.0} (3 different values)
                            '1d4' (x6)
                            '2d6' (x2)
                            '1d12' (x1)
                    [interval] : integer {2-20.items.[].system.heightening.interval} (same value: 1)
                    [levels] : object {2-20.items.[].system.heightening.levels}
                        3 : object {2-20.items.[].system.heightening.levels.3}
                            target : object {2-20.items.[].system.heightening.levels.3.target}
                                value : string {2-20.items.[].system.heightening.levels.3.target.value} (same value: '5 creatures')
                    [type] : string {2-20.items.[].system.heightening.type} (2 different values)
                        'interval' (x9)
                        'fixed' (x2)
                publication : object {2-20.items.[].system.publication}
                    license : string {2-20.items.[].system.publication.license} (2 different values)
                        'OGL' (x81)
                        'ORC' (x2)
                    remaster : boolean {2-20.items.[].system.publication.remaster} (2 different values)
                        False (x81)
                        True (x2)
                    title : string {2-20.items.[].system.publication.title} (all different values)
                [hp] : object {2-20.items.[].system.hp}
                    max : integer {2-20.items.[].system.hp.max} (same value: 0)
                    value : integer {2-20.items.[].system.hp.value} (same value: 0)
                [level] : object {2-20.items.[].system.level}
                    value : integer {2-20.items.[].system.level.value} (all different values)
                [location] : object {2-20.items.[].system.location}
                    [heightenedLevel] : integer {2-20.items.[].system.location.heightenedLevel} (4 different values)
                        3 (x6)
                        2 (x6)
                        1 (x6)
                        4 (x3)
                    value : string {2-20.items.[].system.location.value} (2 different values)
                        'IQlGtJOhRbajZuVz' (x31)
                        'hBvEzmMtwWP1eG7b' (x1)
                [material] : object {2-20.items.[].system.material}
                    [grade] : empty
                    [type] : empty
                [overlays] : object {2-20.items.[].system.overlays}
                [prepared] : object {2-20.items.[].system.prepared}
                    flexible : boolean {2-20.items.[].system.prepared.flexible} (same value: False)
                    value : string {2-20.items.[].system.prepared.value} (2 different values)
                        'spontaneous' (x2)
                        'innate' (x1)
                [price] : object {2-20.items.[].system.price}
                    per : integer {2-20.items.[].system.price.per} (same value: 10)
                    value : object {2-20.items.[].system.price.value}
                        [gp] : integer {2-20.items.[].system.price.value.gp} (3 different values)
                            1 (x1)
                            20 (x1)
                            2 (x1)
                        sp : integer {2-20.items.[].system.price.value.sp} (same value: 1)
                [proficiency] : object {2-20.items.[].system.proficiency}
                    value : integer {2-20.items.[].system.proficiency.value} (2 different values)
                        1 (x2)
                        0 (x1)
                [quantity] : integer {2-20.items.[].system.quantity} (2 different values)
                    1 (x3)
                    100 (x1)
                [range] : mixed
                    integer {2-20.items.[].system.range} (same value: 100)
                    object {2-20.items.[].system.range}
                        value : string {2-20.items.[].system.range.value} (all different values)
                [reload] : object {2-20.items.[].system.reload}
                    value : string {2-20.items.[].system.reload.value} (2 different values)
                        '' (x1)
                        '0' (x1)
                [requirements] : string {2-20.items.[].system.requirements} (same value: '')
                [runes] : object {2-20.items.[].system.runes}
                    potency : integer {2-20.items.[].system.runes.potency} (same value: 0)
                    property : array<> {2-20.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: empty
                    resilient : integer {2-20.items.[].system.runes.resilient} (same value: 0)
                    [striking] : integer {2-20.items.[].system.runes.striking} (same value: 0)
                [size] : string {2-20.items.[].system.size} (same value: 'med')
                [slots] : object {2-20.items.[].system.slots}
                    [slot1] : object {2-20.items.[].system.slots.slot1}
                        max : integer {2-20.items.[].system.slots.slot1.max} (same value: 3)
                        value : integer {2-20.items.[].system.slots.slot1.value} (same value: 3)
                    [slot2] : object {2-20.items.[].system.slots.slot2}
                        max : integer {2-20.items.[].system.slots.slot2.max} (same value: 3)
                        value : integer {2-20.items.[].system.slots.slot2.value} (same value: 3)
                    [slot3] : object {2-20.items.[].system.slots.slot3}
                        max : integer {2-20.items.[].system.slots.slot3.max} (same value: 3)
                        value : integer {2-20.items.[].system.slots.slot3.value} (same value: 3)
                    [slot4] : object {2-20.items.[].system.slots.slot4}
                        max : integer {2-20.items.[].system.slots.slot4.max} (same value: 3)
                        value : integer {2-20.items.[].system.slots.slot4.value} (same value: 3)
                [slug] : string {2-20.items.[].system.slug} (29 different values)
                [speedPenalty] : integer {2-20.items.[].system.speedPenalty} (same value: 0)
                [spelldc] : object {2-20.items.[].system.spelldc}
                    dc : integer {2-20.items.[].system.spelldc.dc} (3 different values)
                        23 (x1)
                        26 (x1)
                        25 (x1)
                    mod : integer {2-20.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {2-20.items.[].system.spelldc.value} (3 different values)
                        15 (x1)
                        18 (x1)
                        17 (x1)
                [splashDamage] : object {2-20.items.[].system.splashDamage}
                    value : integer {2-20.items.[].system.splashDamage.value} (same value: 0)
                [stackGroup] : string {2-20.items.[].system.stackGroup} (same value: 'arrows')
                [strength] : integer {2-20.items.[].system.strength} (same value: 0)
                [target] : object {2-20.items.[].system.target}
                    value : string {2-20.items.[].system.target.value} (8 different values)
                        '1 creature' (x11)
                        '' (x10)
                        '1 spell effect or unattended magic item' (x2)
                        '1 willing creature' (x2)
                        '1 living or undead creature' (x2)
                        '1 or 2 creatures' (x2)
                        '1 creature or object' (x2)
                        '1 creature touched' (x1)
                [time] : object {2-20.items.[].system.time}
                    value : string {2-20.items.[].system.time.value} (2 different values)
                        '2' (x30)
                        '1' (x2)
                [tradition] : object {2-20.items.[].system.tradition}
                    value : string {2-20.items.[].system.tradition.value} (same value: 'divine')
                [traits] : object {2-20.items.[].system.traits}
                    rarity : string {2-20.items.[].system.traits.rarity} (same value: 'common')
                    [traditions] : array<string> {2-20.items.[].system.traits.traditions}
                        Length: min=1 max=4
                        Value type: string {2-20.items.[].system.traits.traditions.[]} (4 different values)
                            'divine' (x27)
                            'arcane' (x21)
                            'occult' (x19)
                            'primal' (x19)
                    value : array<string> {2-20.items.[].system.traits.value}
                        Length: min=0 max=6
                        Value type: string {2-20.items.[].system.traits.value.[]} (34 different values)
                [usage] : object {2-20.items.[].system.usage}
                    value : string {2-20.items.[].system.usage.value} (2 different values)
                        'held-in-one-hand' (x2)
                        'held-in-one-plus-hands' (x1)
                [uses] : object {2-20.items.[].system.uses}
                    autoDestroy : boolean {2-20.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {2-20.items.[].system.uses.max} (same value: 1)
                    value : integer {2-20.items.[].system.uses.value} (same value: 1)
                [weaponType] : object {2-20.items.[].system.weaponType}
                    value : string {2-20.items.[].system.weaponType.value} (2 different values)
                        'melee' (x9)
                        'ranged' (x4)
            type : string {2-20.items.[].type} (7 different values)
                'spell' (x32)
                'action' (x31)
                'melee' (x13)
                'spellcastingEntry' (x3)
                'weapon' (x2)
                'armor' (x1)
                'consumable' (x1)
            [flags] : object {2-20.items.[].flags}
                pf2e : object {2-20.items.[].flags.pf2e}
                    linkedWeapon : string {2-20.items.[].flags.pf2e.linkedWeapon} (2 different values)
                        'KY5eMvv74iXg2pUq' (x1)
                        'YmAEXxYTAt8t8ypi' (x1)
    name : string {2-20.name} (all different values)
    system : object {2-20.system}
        abilities : object {2-20.system.abilities}
            cha : object {2-20.system.abilities.cha}
                mod : integer {2-20.system.abilities.cha.mod} (4 different values)
                    2 (x2)
                    0 (x1)
                    4 (x1)
                    5 (x1)
            con : object {2-20.system.abilities.con}
                mod : integer {2-20.system.abilities.con.mod} (4 different values)
                    6 (x2)
                    1 (x1)
                    5 (x1)
                    2 (x1)
            dex : object {2-20.system.abilities.dex}
                mod : integer {2-20.system.abilities.dex.mod} (2 different values)
                    2 (x3)
                    4 (x2)
            int : object {2-20.system.abilities.int}
                mod : integer {2-20.system.abilities.int.mod} (2 different values)
                    -2 (x3)
                    -1 (x2)
            str : object {2-20.system.abilities.str}
                mod : integer {2-20.system.abilities.str.mod} (3 different values)
                    6 (x3)
                    4 (x1)
                    5 (x1)
            wis : object {2-20.system.abilities.wis}
                mod : integer {2-20.system.abilities.wis.mod} (3 different values)
                    2 (x2)
                    3 (x2)
                    4 (x1)
        attributes : object {2-20.system.attributes}
            ac : object {2-20.system.attributes.ac}
                details : string {2-20.system.attributes.ac.details} (same value: '')
                value : integer {2-20.system.attributes.ac.value} (all different values)
            allSaves : object {2-20.system.attributes.allSaves}
                value : string {2-20.system.attributes.allSaves.value} (same value: '')
            hp : object {2-20.system.attributes.hp}
                details : string {2-20.system.attributes.hp.details} (3 different values)
                    '' (x2)
                    'regeneration 20 (deactivated by acid or sonic)' (x2)
                    'regeneration 15 (deactivated by acid or sonic)' (x1)
                max : integer {2-20.system.attributes.hp.max} (4 different values)
                    145 (x2)
                    78 (x1)
                    200 (x1)
                    80 (x1)
                temp : integer {2-20.system.attributes.hp.temp} (same value: 0)
                value : integer {2-20.system.attributes.hp.value} (4 different values)
                    145 (x2)
                    78 (x1)
                    200 (x1)
                    80 (x1)
            [resistances] : array<object> {2-20.system.attributes.resistances}
                Length: min=1 max=1
                Value type: object {2-20.system.attributes.resistances.[]}
                    type : string {2-20.system.attributes.resistances.[].type} (same value: 'fire')
                    value : integer {2-20.system.attributes.resistances.[].value} (2 different values)
                        5 (x2)
                        10 (x1)
            speed : object {2-20.system.attributes.speed}
                details : string {2-20.system.attributes.speed.details} (same value: 'air walk')
                otherSpeeds : array<object> {2-20.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=2
                    Value type: object {2-20.system.attributes.speed.otherSpeeds.[]}
                        type : string {2-20.system.attributes.speed.otherSpeeds.[].type} (2 different values)
                            'burrow' (x3)
                            'climb' (x3)
                        value : integer {2-20.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
                value : integer {2-20.system.attributes.speed.value} (2 different values)
                    25 (x4)
                    40 (x1)
            [immunities] : array<object> {2-20.system.attributes.immunities}
                Length: min=1 max=1
                Value type: object {2-20.system.attributes.immunities.[]}
                    type : string {2-20.system.attributes.immunities.[].type} (same value: 'bleed')
            [weaknesses] : array<object> {2-20.system.attributes.weaknesses}
                Length: min=1 max=1
                Value type: object {2-20.system.attributes.weaknesses.[]}
                    type : string {2-20.system.attributes.weaknesses.[].type} (2 different values)
                        'electricity' (x2)
                        'silver' (x1)
                    value : integer {2-20.system.attributes.weaknesses.[].value} (2 different values)
                        10 (x2)
                        5 (x1)
        details : object {2-20.system.details}
            blurb : string {2-20.system.details.blurb} (same value: '')
            languages : object {2-20.system.details.languages}
                details : string {2-20.system.details.languages.details} (2 different values)
                    '' (x4)
                    '(can\'t speak any language)' (x1)
                value : array<string> {2-20.system.details.languages.value}
                    Length: min=1 max=3
                    Value type: string {2-20.system.details.languages.value.[]} (3 different values)
                        'chthonian' (x4)
                        'jotun' (x3)
                        'sakvroth' (x3)
            level : object {2-20.system.details.level}
                value : integer {2-20.system.details.level.value} (4 different values)
                    7 (x2)
                    5 (x1)
                    9 (x1)
                    4 (x1)
            privateNotes : string {2-20.system.details.privateNotes} (same value: '')
            publicNotes : string {2-20.system.details.publicNotes} (3 different values)
                '<p>Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path-even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws.</p>
            <p>Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration.</p>
            <p>As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.</p>' (x3)
                '' (x1)
                '<p>Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds\' previous meals.</p>
            <p>Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can\'t simply overpower and kill them.</p>
            <p>Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons\' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians.</p>' (x1)
            publication : object {2-20.system.details.publication}
                license : string {2-20.system.details.publication.license} (same value: 'OGL')
                remaster : boolean {2-20.system.details.publication.remaster} (same value: False)
                title : string {2-20.system.details.publication.title} (same value: 'Pathfinder Society Scenario #2-20: Breaking the Storm: Bastion in Embers')
        initiative : object {2-20.system.initiative}
            statistic : string {2-20.system.initiative.statistic} (same value: 'perception')
        perception : object {2-20.system.perception}
            details : string {2-20.system.perception.details} (2 different values)
                '' (x3)
                'tempest sight' (x2)
            mod : integer {2-20.system.perception.mod} (4 different values)
                15 (x2)
                16 (x1)
                18 (x1)
                11 (x1)
            senses : array<object> {2-20.system.perception.senses}
                Length: min=1 max=2
                Value type: object {2-20.system.perception.senses.[]}
                    acuity : string {2-20.system.perception.senses.[].acuity} (same value: 'imprecise')
                    range : integer {2-20.system.perception.senses.[].range} (same value: 30)
                    type : string {2-20.system.perception.senses.[].type} (3 different values)
                        'darkvision' (x4)
                        'low-light-vision' (x1)
                        'scent' (x1)
        resources : object {2-20.system.resources}
            focus : object {2-20.system.resources.focus}
                max : integer {2-20.system.resources.focus.max} (same value: 1)
                value : integer {2-20.system.resources.focus.value} (same value: 1)
        saves : object {2-20.system.saves}
            fortitude : object {2-20.system.saves.fortitude}
                saveDetail : string {2-20.system.saves.fortitude.saveDetail} (same value: '')
                value : integer {2-20.system.saves.fortitude.value} (all different values)
            reflex : object {2-20.system.saves.reflex}
                saveDetail : string {2-20.system.saves.reflex.saveDetail} (same value: '')
                value : integer {2-20.system.saves.reflex.value} (4 different values)
                    17 (x2)
                    13 (x1)
                    15 (x1)
                    10 (x1)
            will : object {2-20.system.saves.will}
                saveDetail : string {2-20.system.saves.will.saveDetail} (same value: '')
                value : integer {2-20.system.saves.will.value} (all different values)
        skills : object {2-20.system.skills}
            [acrobatics] : object {2-20.system.skills.acrobatics}
                base : integer {2-20.system.skills.acrobatics.base} (2 different values)
                    11 (x1)
                    13 (x1)
            athletics : object {2-20.system.skills.athletics}
                base : integer {2-20.system.skills.athletics.base} (3 different values)
                    13 (x2)
                    17 (x2)
                    19 (x1)
            [intimidation] : object {2-20.system.skills.intimidation}
                base : integer {2-20.system.skills.intimidation.base} (3 different values)
                    17 (x1)
                    20 (x1)
                    12 (x1)
            [nature] : object {2-20.system.skills.nature}
                base : integer {2-20.system.skills.nature.base} (3 different values)
                    9 (x1)
                    14 (x1)
                    16 (x1)
            [religion] : object {2-20.system.skills.religion}
                base : integer {2-20.system.skills.religion.base} (2 different values)
                    14 (x1)
                    16 (x1)
            [stealth] : object {2-20.system.skills.stealth}
                base : integer {2-20.system.skills.stealth.base} (2 different values)
                    13 (x1)
                    15 (x1)
            [survival] : object {2-20.system.skills.survival}
                base : integer {2-20.system.skills.survival.base} (2 different values)
                    9 (x1)
                    13 (x1)
        traits : object {2-20.system.traits}
            rarity : string {2-20.system.traits.rarity} (3 different values)
                'uncommon' (x2)
                'unique' (x2)
                'rare' (x1)
            size : object {2-20.system.traits.size}
                value : string {2-20.system.traits.size.value} (2 different values)
                    'lg' (x4)
                    'med' (x1)
            value : array<string> {2-20.system.traits.value}
                Length: min=5 max=5
                Value type: string {2-20.system.traits.value.[]} (11 different values)
    type : string {2-20.type} (same value: 'npc')
    [prototypeToken] : object {2-20.prototypeToken}
        name : string {2-20.prototypeToken.name} (same value: 'Clouded Quartz')