2-06
Different values: 19
=====================================
object {2-06}
    _id : string {2-06._id} (all different values)
    folder : string {2-06.folder} (same value: K0OPrk98aqlbgDr9)
    img : string {2-06.img} (2 different values)
        systems/pf2e/icons/default-icons/npc.svg (x17)
        systems/pf2e/icons/default-icons/hazard.svg (x2)
    items : array<object> {2-06.items}
        Length: min=2 max=13
        Value type: object {2-06.items.[]}
            _id : string {2-06.items.[]._id} (101 different values)
            img : string {2-06.items.[].img} (13 different values)
                systems/pf2e/icons/equipment/weapons/lance.webp (x2)
                systems/pf2e/icons/equipment/weapons/spear.webp (x3)
                systems/pf2e/icons/default-icons/melee.svg (x34)
                systems/pf2e/icons/actions/Passive.webp (x39)
                systems/pf2e/icons/actions/FreeAction.webp (x6)
                systems/pf2e/icons/actions/TwoActions.webp (x9)
                systems/pf2e/icons/actions/OneAction.webp (x16)
                systems/pf2e/icons/actions/Reaction.webp (x14)
                systems/pf2e/icons/conditions/slowed.webp (x2)
                systems/pf2e/icons/equipment/weapons/trident.webp (x1)
                icons/sundries/survival/rope-wrapped-brown.webp (x1)
                systems/pf2e/icons/equipment/weapons/dagger.webp (x2)
                systems/pf2e/icons/equipment/weapons/longspear.webp (x1)
            name : string {2-06.items.[].name} (56 different values)
            sort : integer {2-06.items.[].sort} (14 different values)
                100000 (x17)
                200000 (x17)
                300000 (x17)
                400000 (x14)
                500000 (x13)
                600000 (x13)
                700000 (x9)
                800000 (x8)
                900000 (x5)
                1000000 (x5)
                1100000 (x4)
                0 (x4)
                1200000 (x3)
                1300000 (x1)
            system : object {2-06.items.[].system}
                [baseItem] : string {2-06.items.[].system.baseItem} (3 different values)
                    dagger (x2)
                    longspear (x1)
                    spear (x1)
                [bonus] : object {2-06.items.[].system.bonus}
                    value : integer {2-06.items.[].system.bonus.value} (11 different values)
                        0 (x9)
                        14 (x8)
                        17 (x4)
                        12 (x3)
                        10 (x2)
                        9 (x4)
                        11 (x5)
                        8 (x2)
                        15 (x3)
                        18 (x2)
                        7 (x1)
                [bonusDamage] : object {2-06.items.[].system.bonusDamage}
                    value : integer {2-06.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {2-06.items.[].system.bulk}
                    value : mixed
                        integer {2-06.items.[].system.bulk.value} (2 different values)
                            2 (x3)
                            1 (x4)
                        float {2-06.items.[].system.bulk.value} (same value: 0,1)
                [category] : string {2-06.items.[].system.category} (5 different values)
                    martial (x3)
                    simple (x6)
                    interaction (x20)
                    offensive (x46)
                    defensive (x14)
                [containerId] : mixed
                [damage] : object {2-06.items.[].system.damage}
                    damageType : string {2-06.items.[].system.damage.damageType} (same value: piercing)
                    dice : integer {2-06.items.[].system.damage.dice} (same value: 1)
                    die : string {2-06.items.[].system.damage.die} (3 different values)
                        d8 (x4)
                        d6 (x3)
                        d4 (x2)
                description : object {2-06.items.[].system.description}
                    value : string {2-06.items.[].system.description.value} (59 different values)
                [equipped] : object {2-06.items.[].system.equipped}
                    carryType : string {2-06.items.[].system.equipped.carryType} (2 different values)
                        worn (x8)
                        held (x2)
                    [handsHeld] : integer {2-06.items.[].system.equipped.handsHeld} (3 different values)
                        0 (x7)
                        2 (x1)
                        1 (x1)
                    [invested] : mixed
                [group] : string {2-06.items.[].system.group} (2 different values)
                    spear (x7)
                    knife (x2)
                [hardness] : integer {2-06.items.[].system.hardness} (same value: 0)
                [hp] : object {2-06.items.[].system.hp}
                    max : integer {2-06.items.[].system.hp.max} (same value: 0)
                    value : integer {2-06.items.[].system.hp.value} (same value: 0)
                [level] : object {2-06.items.[].system.level}
                    value : integer {2-06.items.[].system.level.value} (same value: 0)
                [material] : object {2-06.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {2-06.items.[].system.price}
                    value : object {2-06.items.[].system.price.value}
                        [gp] : integer {2-06.items.[].system.price.value.gp} (same value: 1)
                        [sp] : integer {2-06.items.[].system.price.value.sp} (3 different values)
                            1 (x3)
                            5 (x2)
                            2 (x2)
                publication : object {2-06.items.[].system.publication}
                    license : string {2-06.items.[].system.publication.license} (same value: OGL)
                    remaster : boolean {2-06.items.[].system.publication.remaster} (same value: False)
                    title : string {2-06.items.[].system.publication.title} (4 different values)
                         (x107)
                        Pathfinder Bestiary (x16)
                        Pathfinder Bestiary 2 (x2)
                        Pathfinder Core Rulebook (x5)
                [quantity] : integer {2-06.items.[].system.quantity} (2 different values)
                    1 (x8)
                    2 (x2)
                [range] : mixed
                [reload] : object {2-06.items.[].system.reload}
                    value : string {2-06.items.[].system.reload.value} (2 different values)
                         (x3)
                        - (x6)
                rules : ###FoundryRulesObject###
                [runes] : object {2-06.items.[].system.runes}
                    potency : integer {2-06.items.[].system.runes.potency} (2 different values)
                        0 (x8)
                        1 (x1)
                    property : array<> {2-06.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    striking : integer {2-06.items.[].system.runes.striking} (2 different values)
                        0 (x8)
                        1 (x1)
                [size] : string {2-06.items.[].system.size} (same value: med)
                [slug] : string {2-06.items.[].system.slug} (11 different values)
                    wavesense (x6)
                    slowed (x2)
                    negative-healing (x2)
                    grab (x6)
                    tail (x1)
                    rope (x1)
                    dagger (x2)
                    sneak-attack (x2)
                    constrict (x2)
                    longspear (x1)
                    spear (x1)
                [splashDamage] : object {2-06.items.[].system.splashDamage}
                    value : integer {2-06.items.[].system.splashDamage.value} (same value: 0)
                [traits] : object {2-06.items.[].system.traits}
                    rarity : string {2-06.items.[].system.traits.rarity} (same value: common)
                    value : array<string> {2-06.items.[].system.traits.value}
                        Length: min=0 max=6
                        Value type: string {2-06.items.[].system.traits.value.[]} (29 different values)
                [usage] : object {2-06.items.[].system.usage}
                    value : string {2-06.items.[].system.usage.value} (2 different values)
                        held-in-one-hand (x9)
                        held-in-two-hands (x1)
                [attack] : object {2-06.items.[].system.attack}
                    value : string {2-06.items.[].system.attack.value} (same value: )
                [attackEffects] : object {2-06.items.[].system.attackEffects}
                    [custom] : string {2-06.items.[].system.attackEffects.custom} (2 different values)
                         (x12)
                        skewer (x1)
                    value : array<string> {2-06.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {2-06.items.[].system.attackEffects.value.[]} (2 different values)
                            grab (x6)
                            skewer (x1)
                [damageRolls] : object {2-06.items.[].system.damageRolls}
                    [353l20w1eny429m3j1g9i2] : object {2-06.items.[].system.damageRolls.353l20w1eny429m3j1g9i2}
                        damage : string {2-06.items.[].system.damageRolls.353l20w1eny429m3j1g9i2.damage} (3 different values)
                            1d8+8 (x1)
                            1d8+11 (x1)
                            1d8+6 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.353l20w1eny429m3j1g9i2.damageType} (same value: piercing)
                    [98ekcdoucvm6zjdd5lrr26] : object {2-06.items.[].system.damageRolls.98ekcdoucvm6zjdd5lrr26}
                        damage : string {2-06.items.[].system.damageRolls.98ekcdoucvm6zjdd5lrr26.damage} (3 different values)
                            1d6+5 (x1)
                            1d6+8 (x1)
                            1d6+6 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.98ekcdoucvm6zjdd5lrr26.damageType} (same value: slashing)
                    [geq5ooeocri2uw8gvfiu6] : object {2-06.items.[].system.damageRolls.geq5ooeocri2uw8gvfiu6}
                        damage : string {2-06.items.[].system.damageRolls.geq5ooeocri2uw8gvfiu6.damage} (5 different values)
                            1d6+5 (x1)
                            1d6+8 (x1)
                            1d8+6 (x1)
                            2d6+1 (x1)
                            2d8+3 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.geq5ooeocri2uw8gvfiu6.damageType} (same value: piercing)
                    [07f4blm8697m0idvhpq4j5bj] : object {2-06.items.[].system.damageRolls.07f4blm8697m0idvhpq4j5bj}
                        damage : string {2-06.items.[].system.damageRolls.07f4blm8697m0idvhpq4j5bj.damage} (3 different values)
                            1d8+8 (x1)
                            1d8+11 (x1)
                            1d8+6 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.07f4blm8697m0idvhpq4j5bj.damageType} (same value: piercing)
                    [pi7287x59mfbgvol2kk9mv] : object {2-06.items.[].system.damageRolls.pi7287x59mfbgvol2kk9mv}
                        damage : string {2-06.items.[].system.damageRolls.pi7287x59mfbgvol2kk9mv.damage} (2 different values)
                            1d10+5 (x1)
                            1d6+3 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.pi7287x59mfbgvol2kk9mv.damageType} (same value: piercing)
                    [jbvzc23swuow1knedzmkbh] : object {2-06.items.[].system.damageRolls.jbvzc23swuow1knedzmkbh}
                        damage : string {2-06.items.[].system.damageRolls.jbvzc23swuow1knedzmkbh.damage} (2 different values)
                            1d8+5 (x1)
                            1d4+2 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.jbvzc23swuow1knedzmkbh.damageType} (same value: bludgeoning)
                    [0] : object {2-06.items.[].system.damageRolls.0}
                        damage : string {2-06.items.[].system.damageRolls.0.damage} (3 different values)
                            1d10+4 (x1)
                            2d8+2 (x1)
                            1d8+2 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.0.damageType} (2 different values)
                            piercing (x1)
                            bludgeoning (x2)
                    [y3bx4fgk139hyoeumn5z] : object {2-06.items.[].system.damageRolls.y3bx4fgk139hyoeumn5z}
                        damage : string {2-06.items.[].system.damageRolls.y3bx4fgk139hyoeumn5z.damage} (same value: 1d8+4)
                        damageType : string {2-06.items.[].system.damageRolls.y3bx4fgk139hyoeumn5z.damageType} (same value: bludgeoning)
                    [kebag99r2ae2mwn7oqk11e] : object {2-06.items.[].system.damageRolls.kebag99r2ae2mwn7oqk11e}
                        damage : string {2-06.items.[].system.damageRolls.kebag99r2ae2mwn7oqk11e.damage} (2 different values)
                            1d10+3 (x1)
                            1d12+6 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.kebag99r2ae2mwn7oqk11e.damageType} (same value: piercing)
                    [nafx05tyf3lhh5h0apxona] : object {2-06.items.[].system.damageRolls.nafx05tyf3lhh5h0apxona}
                        damage : string {2-06.items.[].system.damageRolls.nafx05tyf3lhh5h0apxona.damage} (same value: 1d6)
                        damageType : string {2-06.items.[].system.damageRolls.nafx05tyf3lhh5h0apxona.damageType} (same value: electricity)
                    [vcli6ektm5laxsg0hjcfa] : object {2-06.items.[].system.damageRolls.vcli6ektm5laxsg0hjcfa}
                        damage : string {2-06.items.[].system.damageRolls.vcli6ektm5laxsg0hjcfa.damage} (2 different values)
                            1d4+1 (x1)
                            2d4+3 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.vcli6ektm5laxsg0hjcfa.damageType} (same value: slashing)
                    [6qts6ztnmqlofx2zd9lb] : object {2-06.items.[].system.damageRolls.6qts6ztnmqlofx2zd9lb}
                        damage : string {2-06.items.[].system.damageRolls.6qts6ztnmqlofx2zd9lb.damage} (same value: 1d8+1)
                        damageType : string {2-06.items.[].system.damageRolls.6qts6ztnmqlofx2zd9lb.damageType} (same value: piercing)
                    [7ykimsnioe51b09mtr03] : object {2-06.items.[].system.damageRolls.7ykimsnioe51b09mtr03}
                        damage : string {2-06.items.[].system.damageRolls.7ykimsnioe51b09mtr03.damage} (same value: 1d6+1)
                        damageType : string {2-06.items.[].system.damageRolls.7ykimsnioe51b09mtr03.damageType} (same value: slashing)
                    [ultmqx2ctrqq4k95yli5] : object {2-06.items.[].system.damageRolls.ultmqx2ctrqq4k95yli5}
                        damage : string {2-06.items.[].system.damageRolls.ultmqx2ctrqq4k95yli5.damage} (same value: 1d8+1)
                        damageType : string {2-06.items.[].system.damageRolls.ultmqx2ctrqq4k95yli5.damageType} (same value: piercing)
                    [7n3zegjxjvswjm0rkrmf] : object {2-06.items.[].system.damageRolls.7n3zegjxjvswjm0rkrmf}
                        damage : string {2-06.items.[].system.damageRolls.7n3zegjxjvswjm0rkrmf.damage} (same value: 1d6+1)
                        damageType : string {2-06.items.[].system.damageRolls.7n3zegjxjvswjm0rkrmf.damageType} (same value: piercing)
                    [b7fh5rk21dsflerg2lf3zn] : object {2-06.items.[].system.damageRolls.b7fh5rk21dsflerg2lf3zn}
                        damage : string {2-06.items.[].system.damageRolls.b7fh5rk21dsflerg2lf3zn.damage} (2 different values)
                            2d8+5 (x1)
                            2d12+6 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.b7fh5rk21dsflerg2lf3zn.damageType} (same value: piercing)
                    [urnjop1tmgec4hae4akc5s] : object {2-06.items.[].system.damageRolls.urnjop1tmgec4hae4akc5s}
                        damage : string {2-06.items.[].system.damageRolls.urnjop1tmgec4hae4akc5s.damage} (2 different values)
                            2d6+5 (x1)
                            2d8+6 (x1)
                        damageType : string {2-06.items.[].system.damageRolls.urnjop1tmgec4hae4akc5s.damageType} (same value: slashing)
                [weaponType] : object {2-06.items.[].system.weaponType}
                    value : string {2-06.items.[].system.weaponType.value} (2 different values)
                        melee (x30)
                        ranged (x4)
                [actionType] : object {2-06.items.[].system.actionType}
                    value : string {2-06.items.[].system.actionType.value} (4 different values)
                        passive (x39)
                        free (x6)
                        action (x25)
                        reaction (x14)
                [actions] : object {2-06.items.[].system.actions}
                    [value] : integer {2-06.items.[].system.actions.value} (2 different values)
                        2 (x9)
                        1 (x16)
                [selfEffect] : object {2-06.items.[].system.selfEffect}
                    name : string {2-06.items.[].system.selfEffect.name} (same value: Effect: Blood Frenzy)
                    uuid : string {2-06.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Blood Frenzy)
                [duration] : object {2-06.items.[].system.duration}
                    value : integer {2-06.items.[].system.duration.value} (same value: 0)
                [overrides] : array<> {2-06.items.[].system.overrides}
                    Length: min=0 max=0
                    Value type: mixed
                [references] : object {2-06.items.[].system.references}
                    children : array<> {2-06.items.[].system.references.children}
                        Length: min=0 max=0
                        Value type: mixed
                    immunityFrom : array<> {2-06.items.[].system.references.immunityFrom}
                        Length: min=0 max=0
                        Value type: mixed
                    overriddenBy : array<> {2-06.items.[].system.references.overriddenBy}
                        Length: min=0 max=0
                        Value type: mixed
                    overrides : array<> {2-06.items.[].system.references.overrides}
                        Length: min=0 max=0
                        Value type: mixed
                [value] : object {2-06.items.[].system.value}
                    isValued : boolean {2-06.items.[].system.value.isValued} (same value: True)
                    value : integer {2-06.items.[].system.value.value} (same value: 1)
            type : string {2-06.items.[].type} (5 different values)
                weapon (x9)
                melee (x34)
                action (x84)
                condition (x2)
                equipment (x1)
            [flags] : object {2-06.items.[].flags}
                pf2e : object {2-06.items.[].flags.pf2e}
                    linkedWeapon : string {2-06.items.[].flags.pf2e.linkedWeapon} (7 different values)
                        i6GAmamndfHnlAUB (x2)
                        Mx93Dq1HHVLyRBX7 (x2)
                        coDTfS5nQjX0Wbij (x2)
                        cZMrsm8iHJmQlhLf (x1)
                        SI3JMojfD5PRH3ne (x1)
                        RmRCyTSAEiNPqwE9 (x1)
                        SCiAtVb11X3s8Zqx (x1)
            [_stats] : object {2-06.items.[]._stats}
                compendiumSource : string {2-06.items.[]._stats.compendiumSource} (9 different values)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.VdSMQ6yRZ3YXNXHL (x6)
                    Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3 (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x6)
                    Compendium.pf2e.equipment-srd.Item.fyYnQf1NAx9fWFaS (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.g26YiEIfSHCpLocV (x2)
                    Compendium.pf2e.equipment-srd.Item.aXuJh4i8HqSu6NYV (x1)
                    Compendium.pf2e.equipment-srd.Item.tOhoGvmCMw4JpWcS (x1)
    name : string {2-06.name} (all different values)
    [prototypeToken] : object {2-06.prototypeToken}
        name : string {2-06.prototypeToken.name} (7 different values)
            Baron Utomo (x2)
            Bloody Vortex (x2)
            Silaqui (x2)
            The Saboteur (x2)
            Mist Stalker (x1)
            Sea Devil Scout (x1)
            Wounded Dragon Turtle (x2)
    system : object {2-06.system}
        [abilities] : object {2-06.system.abilities}
            cha : object {2-06.system.abilities.cha}
                mod : integer {2-06.system.abilities.cha.mod} (7 different values)
                    2 (x3)
                    -4 (x2)
                    -1 (x3)
                    0 (x5)
                    3 (x2)
                    4 (x1)
                    -2 (x1)
            con : object {2-06.system.abilities.con}
                mod : integer {2-06.system.abilities.con.mod} (4 different values)
                    3 (x6)
                    4 (x6)
                    2 (x4)
                    1 (x1)
            dex : object {2-06.system.abilities.dex}
                mod : integer {2-06.system.abilities.dex.mod} (7 different values)
                    2 (x4)
                    1 (x3)
                    3 (x3)
                    4 (x3)
                    5 (x1)
                    0 (x1)
                    -1 (x2)
            int : object {2-06.system.abilities.int}
                mod : integer {2-06.system.abilities.int.mod} (5 different values)
                    0 (x8)
                    -4 (x3)
                    -5 (x2)
                    1 (x3)
                    -2 (x1)
            str : object {2-06.system.abilities.str}
                mod : integer {2-06.system.abilities.str.mod} (6 different values)
                    5 (x4)
                    3 (x4)
                    4 (x5)
                    1 (x1)
                    2 (x2)
                    6 (x1)
            wis : object {2-06.system.abilities.wis}
                mod : integer {2-06.system.abilities.wis.mod} (5 different values)
                    3 (x5)
                    0 (x3)
                    1 (x4)
                    2 (x4)
                    5 (x1)
        attributes : object {2-06.system.attributes}
            ac : object {2-06.system.attributes.ac}
                [details] : string {2-06.system.attributes.ac.details} (same value: )
                value : integer {2-06.system.attributes.ac.value} (11 different values)
                    21 (x2)
                    24 (x1)
                    19 (x4)
                    15 (x2)
                    18 (x2)
                    16 (x2)
                    22 (x2)
                    14 (x1)
                    23 (x1)
                    26 (x1)
                    13 (x1)
            [allSaves] : object {2-06.system.attributes.allSaves}
                value : string {2-06.system.attributes.allSaves.value} (same value: )
            hp : object {2-06.system.attributes.hp}
                details : string {2-06.system.attributes.hp.details} (2 different values)
                     (x17)
                    void healing (x2)
                max : integer {2-06.system.attributes.hp.max} (12 different values)
                    60 (x3)
                    95 (x1)
                    45 (x3)
                    25 (x1)
                    20 (x2)
                    40 (x1)
                    70 (x2)
                    48 (x1)
                    75 (x1)
                    43 (x1)
                    30 (x2)
                    110 (x1)
                temp : integer {2-06.system.attributes.hp.temp} (same value: 0)
                value : integer {2-06.system.attributes.hp.value} (12 different values)
                    60 (x3)
                    95 (x1)
                    45 (x3)
                    25 (x1)
                    20 (x2)
                    40 (x1)
                    70 (x2)
                    48 (x1)
                    75 (x1)
                    43 (x1)
                    30 (x2)
                    110 (x1)
            [speed] : object {2-06.system.attributes.speed}
                otherSpeeds : array<object> {2-06.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=2
                    Value type: object {2-06.system.attributes.speed.otherSpeeds.[]}
                        type : string {2-06.system.attributes.speed.otherSpeeds.[].type} (2 different values)
                            swim (x14)
                            climb (x1)
                        value : integer {2-06.system.attributes.speed.otherSpeeds.[].value} (5 different values)
                            35 (x4)
                            40 (x2)
                            50 (x1)
                            30 (x6)
                            20 (x2)
                value : integer {2-06.system.attributes.speed.value} (6 different values)
                    25 (x8)
                    0 (x1)
                    30 (x1)
                    10 (x1)
                    15 (x2)
                    20 (x4)
            [emitsSound] : string {2-06.system.attributes.emitsSound} (same value: encounter)
            [hardness] : integer {2-06.system.attributes.hardness} (2 different values)
                5 (x1)
                10 (x1)
            [stealth] : object {2-06.system.attributes.stealth}
                details : string {2-06.system.attributes.stealth.details} (same value: )
                value : integer {2-06.system.attributes.stealth.value} (same value: 0)
            [immunities] : array<object> {2-06.system.attributes.immunities}
                Length: min=3 max=5
                Value type: object {2-06.system.attributes.immunities.[]}
                    type : string {2-06.system.attributes.immunities.[].type} (10 different values)
                        death-effects (x2)
                        disease (x2)
                        paralyzed (x8)
                        poison (x6)
                        unconscious (x2)
                        bleed (x4)
                        electricity (x2)
                        sleep (x6)
                        critical-hits (x1)
                        fire (x2)
            [weaknesses] : array<object> {2-06.system.attributes.weaknesses}
                Length: min=1 max=2
                Value type: object {2-06.system.attributes.weaknesses.[]}
                    type : string {2-06.system.attributes.weaknesses.[].type} (3 different values)
                        vitality (x2)
                        slashing (x2)
                        fire (x1)
                    value : integer {2-06.system.attributes.weaknesses.[].value} (2 different values)
                        10 (x2)
                        5 (x3)
            [resistances] : array<object> {2-06.system.attributes.resistances}
                Length: min=2 max=2
                Value type: object {2-06.system.attributes.resistances.[]}
                    type : string {2-06.system.attributes.resistances.[].type} (2 different values)
                        acid (x1)
                        physical (x1)
                    value : integer {2-06.system.attributes.resistances.[].value} (same value: 3)
                    exceptions : array<string> {2-06.system.attributes.resistances.[].exceptions}
                        Length: min=1 max=1
                        Value type: string {2-06.system.attributes.resistances.[].exceptions.[]} (same value: bludgeoning)
        details : object {2-06.system.details}
            [blurb] : string {2-06.system.details.blurb} (same value: )
            [languages] : object {2-06.system.details.languages}
                details : string {2-06.system.details.languages.details} (2 different values)
                    shark commune 150 feet (x6)
                     (x11)
                value : array<string> {2-06.system.details.languages.value}
                    Length: min=0 max=3
                    Value type: string {2-06.system.details.languages.value.[]} (4 different values)
                        thalassic (x11)
                        common (x6)
                        petran (x1)
                        draconic (x2)
            level : object {2-06.system.details.level}
                value : integer {2-06.system.details.level.value} (8 different values)
                    4 (x3)
                    6 (x1)
                    3 (x5)
                    1 (x4)
                    2 (x1)
                    5 (x3)
                    7 (x1)
                    0 (x1)
            [privateNotes] : string {2-06.system.details.privateNotes} (same value: )
            [publicNotes] : string {2-06.system.details.publicNotes} (5 different values)
                 (x13)
                <p>Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.</p>
            <p>Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.</p>
            <p>In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters.</p> (x1)
                <p>The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey.</p>
            <hr />
            <p>Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.</p> (x1)
                <p>In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature's general form in cases where the creature is a humanoid itself.</p>
            <p>Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do-a dried mudwretch is more dangerous to intruders than one that's comfortably wallowing on a river bank.</p> (x1)
                <p>Scouts, among the lowliest of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.</p>
            <hr />
            <p>Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.</p>
            <p>Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.</p>
            <p>Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.</p> (x1)
            publication : object {2-06.system.details.publication}
                license : string {2-06.system.details.publication.license} (same value: OGL)
                remaster : boolean {2-06.system.details.publication.remaster} (same value: False)
                title : string {2-06.system.details.publication.title} (same value: Pathfinder Society Scenario #2-06: The Crashing Wave)
            [description] : string {2-06.system.details.description} (2 different values)
                 (x1)
                <p>A bloody vortex violently draining into a crack of raw elemental energy, fueled by the curse of a sea devil oracle.</p> (x1)
            [disable] : string {2-06.system.details.disable} (2 different values)
                <p>Slay Silaqui, or @Check[thievery|dc:17|traits:action:disable-a-device] (trained) to pry the gem out of Silaqui followed by disrupting the gem's power by either breaking it (AC 15, Hardness 5, HP 25, BT 13) or using @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 15)</p> (x1)
                <p>Slay Silaqui, or @Check[thievery|dc:20|traits:action:disable-a-device] (trained) to pry the gem out of Silaqui followed by disrupting the gem's power by either breaking it (AC 18, Hardness 10, HP 45, BT 23) or using @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 19)</p> (x1)
            [isComplex] : boolean {2-06.system.details.isComplex} (same value: True)
            [reset] : string {2-06.system.details.reset} (same value: )
            [routine] : string {2-06.system.details.routine} (2 different values)
                <p>All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a @Check[fortitude|dc:14] save or an @Check[athletics|dc:14|traits:action:swim] check to Swim with a DC of 14, with the following results.</p>
            <hr />
            <p><strong>Success</strong> The creature is not moved.</p>
            <p><strong>Failure</strong> The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.</p>
            <p><strong>Critical Failure</strong> As failure, except the creature is moved 20 feet closer to the center of the vortex.</p> (x1)
                <p>All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a @Check[fortitude|dc:17] save or an @Check[athletics|dc:17|traits:action:swim] check to Swim with a DC of 17, with the following results.</p>
            <hr />
            <p><strong>Success</strong> The creature is not moved.</p>
            <p><strong>Failure</strong> The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.</p>
            <p><strong>Critical Failure</strong> As failure, except the creature is moved 20 feet closer to the center of the vortex.</p> (x1)
        [initiative] : object {2-06.system.initiative}
            statistic : string {2-06.system.initiative.statistic} (same value: perception)
        [perception] : object {2-06.system.perception}
            details : string {2-06.system.perception.details} (3 different values)
                 (x13)
                blood scent (x3)
                mist vision (x1)
            mod : integer {2-06.system.perception.mod} (7 different values)
                10 (x2)
                13 (x2)
                9 (x5)
                7 (x4)
                12 (x2)
                15 (x1)
                5 (x1)
            senses : array<object> {2-06.system.perception.senses}
                Length: min=1 max=2
                Value type: object {2-06.system.perception.senses.[]}
                    type : string {2-06.system.perception.senses.[].type} (3 different values)
                        darkvision (x15)
                        wavesense (x6)
                        scent (x3)
                    [acuity] : string {2-06.system.perception.senses.[].acuity} (same value: imprecise)
                    [range] : integer {2-06.system.perception.senses.[].range} (2 different values)
                        30 (x6)
                        100 (x3)
        [resources] : object {2-06.system.resources}
        saves : object {2-06.system.saves}
            fortitude : object {2-06.system.saves.fortitude}
                saveDetail : string {2-06.system.saves.fortitude.saveDetail} (same value: )
                value : integer {2-06.system.saves.fortitude.value} (9 different values)
                    13 (x3)
                    16 (x2)
                    10 (x1)
                    0 (x2)
                    9 (x5)
                    8 (x2)
                    12 (x1)
                    6 (x2)
                    5 (x1)
            reflex : object {2-06.system.saves.reflex}
                saveDetail : string {2-06.system.saves.reflex.saveDetail} (same value: )
                value : integer {2-06.system.saves.reflex.value} (11 different values)
                    11 (x3)
                    14 (x2)
                    8 (x2)
                    0 (x2)
                    5 (x1)
                    6 (x1)
                    12 (x2)
                    10 (x2)
                    13 (x1)
                    2 (x2)
                    9 (x1)
            will : object {2-06.system.saves.will}
                saveDetail : string {2-06.system.saves.will.saveDetail} (same value: )
                value : integer {2-06.system.saves.will.value} (9 different values)
                    10 (x2)
                    13 (x2)
                    7 (x2)
                    0 (x2)
                    5 (x3)
                    6 (x2)
                    9 (x4)
                    12 (x1)
                    2 (x1)
        [skills] : object {2-06.system.skills}
            athletics : object {2-06.system.skills.athletics}
                base : integer {2-06.system.skills.athletics.base} (11 different values)
                    12 (x3)
                    15 (x1)
                    11 (x3)
                    9 (x2)
                    10 (x1)
                    13 (x1)
                    8 (x2)
                    6 (x1)
                    7 (x1)
                    14 (x1)
                    18 (x1)
                [special] : array<object> {2-06.system.skills.athletics.special}
                    Length: min=1 max=1
                    Value type: object {2-06.system.skills.athletics.special.[]}
                        base : integer {2-06.system.skills.athletics.special.[].base} (3 different values)
                            15 (x2)
                            18 (x1)
                            9 (x1)
                        label : string {2-06.system.skills.athletics.special.[].label} (2 different values)
                            to Swim (x2)
                            to swim (x2)
                        predicate : array<string> {2-06.system.skills.athletics.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {2-06.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
            [intimidation] : object {2-06.system.skills.intimidation}
                base : integer {2-06.system.skills.intimidation.base} (6 different values)
                    9 (x3)
                    12 (x3)
                    8 (x1)
                    11 (x1)
                    3 (x1)
                    15 (x1)
            [stealth] : object {2-06.system.skills.stealth}
                base : integer {2-06.system.skills.stealth.base} (9 different values)
                    9 (x1)
                    12 (x1)
                    10 (x4)
                    6 (x2)
                    11 (x2)
                    14 (x1)
                    13 (x1)
                    4 (x1)
                    8 (x1)
            [survival] : object {2-06.system.skills.survival}
                base : integer {2-06.system.skills.survival.base} (6 different values)
                    8 (x3)
                    11 (x3)
                    7 (x1)
                    5 (x2)
                    9 (x1)
                    14 (x1)
            [religion] : object {2-06.system.skills.religion}
                base : integer {2-06.system.skills.religion.base} (2 different values)
                    8 (x1)
                    11 (x1)
            [acrobatics] : object {2-06.system.skills.acrobatics}
                base : integer {2-06.system.skills.acrobatics.base} (2 different values)
                    10 (x1)
                    13 (x1)
            [deception] : object {2-06.system.skills.deception}
                base : integer {2-06.system.skills.deception.base} (2 different values)
                    12 (x1)
                    15 (x1)
            [medicine] : object {2-06.system.skills.medicine}
                base : integer {2-06.system.skills.medicine.base} (2 different values)
                    10 (x1)
                    13 (x1)
            [diplomacy] : object {2-06.system.skills.diplomacy}
                base : integer {2-06.system.skills.diplomacy.base} (2 different values)
                    10 (x1)
                    13 (x1)
        traits : object {2-06.system.traits}
            rarity : string {2-06.system.traits.rarity} (3 different values)
                uncommon (x11)
                unique (x3)
                common (x5)
            size : object {2-06.system.traits.size}
                value : string {2-06.system.traits.size.value} (4 different values)
                    med (x12)
                    lg (x3)
                    sm (x2)
                    huge (x2)
            value : array<string> {2-06.system.traits.value}
                Length: min=1 max=6
                Value type: string {2-06.system.traits.value.[]} (18 different values)
                    amphibious (x11)
                    evil (x10)
                    humanoid (x6)
                    mutant (x2)
                    sea-devil (x6)
                    lawful (x7)
                    animal (x3)
                    aquatic (x4)
                    divine (x2)
                    trap (x2)
                    mindless (x2)
                    undead (x2)
                    unholy (x2)
                    zombie (x2)
                    elemental (x4)
                    water (x4)
                    earth (x1)
                    dragon (x2)
        [creatureType] : string {2-06.system.creatureType} (same value: )
        [statusEffects] : array<> {2-06.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
    type : string {2-06.type} (2 different values)
        npc (x17)
        hazard (x2)