4-04
Different values: 10
=====================================
object {4-04}
    _id : string {4-04._id} (all different values)
    folder : string {4-04.folder} (same value: WTtOfO2nLtRIJyDb)
    img : string {4-04.img} (2 different values)
        systems/pf2e/icons/default-icons/npc.svg (x7)
        systems/pf2e/icons/default-icons/hazard.svg (x3)
    items : array<object> {4-04.items}
        Length: min=1 max=24
        Value type: object {4-04.items.[]}
            _id : string {4-04.items.[]._id} (50 different values)
            [_stats] : object {4-04.items.[]._stats}
                compendiumSource : string {4-04.items.[]._stats.compendiumSource} (28 different values)
            img : string {4-04.items.[].img} (29 different values)
            name : string {4-04.items.[].name} (45 different values)
            sort : integer {4-04.items.[].sort} (25 different values)
            system : object {4-04.items.[].system}
                [baseItem] : string {4-04.items.[].system.baseItem} (4 different values)
                    dagger (x1)
                    sickle (x1)
                    chain-shirt (x1)
                    flintlock-musket (x2)
                [bonus] : object {4-04.items.[].system.bonus}
                    value : integer {4-04.items.[].system.bonus.value} (9 different values)
                        0 (x4)
                        13 (x3)
                        12 (x2)
                        7 (x1)
                        6 (x3)
                        10 (x3)
                        14 (x2)
                        9 (x1)
                        16 (x1)
                [bonusDamage] : object {4-04.items.[].system.bonusDamage}
                    value : integer {4-04.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {4-04.items.[].system.bulk}
                    value : mixed
                        float {4-04.items.[].system.bulk.value} (same value: 0,1)
                        integer {4-04.items.[].system.bulk.value} (same value: 1)
                [category] : string {4-04.items.[].system.category} (5 different values)
                    simple (x4)
                    light (x1)
                    offensive (x11)
                    interaction (x4)
                    defensive (x1)
                [containerId] : mixed
                [damage] : object {4-04.items.[].system.damage}
                    [damageType] : string {4-04.items.[].system.damage.damageType} (2 different values)
                        piercing (x3)
                        slashing (x1)
                    [dice] : integer {4-04.items.[].system.damage.dice} (same value: 1)
                    [die] : string {4-04.items.[].system.damage.die} (2 different values)
                        d4 (x2)
                        d6 (x2)
                    [0] : object {4-04.items.[].system.damage.0}
                        [category] : mixed
                        formula : string {4-04.items.[].system.damage.0.formula} (9 different values)
                            6d6 (x2)
                            2d10 (x4)
                            2d6 (x2)
                            1d4 (x2)
                            0 (x2)
                            2d4 (x2)
                            1d4+1 (x2)
                            1d6 (x2)
                            8d6 (x1)
                        kinds : array<string> {4-04.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {4-04.items.[].system.damage.0.kinds.[]} (same value: damage)
                        [materials] : array<> {4-04.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {4-04.items.[].system.damage.0.type} (6 different values)
                            void (x6)
                            bludgeoning (x2)
                            sonic (x4)
                            mental (x3)
                            force (x2)
                            untyped (x2)
                        [applyMod] : boolean {4-04.items.[].system.damage.0.applyMod} (2 different values)
                            False (x8)
                            True (x6)
                description : object {4-04.items.[].system.description}
                    value : string {4-04.items.[].system.description.value} (39 different values)
                [equipped] : object {4-04.items.[].system.equipped}
                    carryType : string {4-04.items.[].system.equipped.carryType} (2 different values)
                        held (x4)
                        worn (x1)
                    [handsHeld] : integer {4-04.items.[].system.equipped.handsHeld} (same value: 1)
                    [invested] : mixed
                    [inSlot] : boolean {4-04.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {4-04.items.[].system.group} (3 different values)
                    knife (x2)
                    chain (x1)
                    firearm (x2)
                [hardness] : integer {4-04.items.[].system.hardness} (same value: 0)
                [hp] : object {4-04.items.[].system.hp}
                    max : integer {4-04.items.[].system.hp.max} (same value: 0)
                    value : integer {4-04.items.[].system.hp.value} (same value: 0)
                [level] : object {4-04.items.[].system.level}
                    value : integer {4-04.items.[].system.level.value} (5 different values)
                        0 (x5)
                        3 (x6)
                        2 (x8)
                        1 (x18)
                        4 (x1)
                [material] : object {4-04.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {4-04.items.[].system.price}
                    value : object {4-04.items.[].system.price.value}
                        [sp] : integer {4-04.items.[].system.price.value.sp} (same value: 2)
                        gp : integer {4-04.items.[].system.price.value.gp} (2 different values)
                            5 (x1)
                            7 (x2)
                publication : object {4-04.items.[].system.publication}
                    license : string {4-04.items.[].system.publication.license} (same value: OGL)
                    remaster : boolean {4-04.items.[].system.publication.remaster} (same value: False)
                    title : string {4-04.items.[].system.publication.title} (6 different values)
                        Pathfinder Core Rulebook (x32)
                         (x31)
                        Pathfinder Bestiary (x8)
                        Pathfinder Advanced Player's Guide (x2)
                        Pathfinder Secrets of Magic (x2)
                        Pathfinder Guns & Gears (x2)
                [quantity] : integer {4-04.items.[].system.quantity} (2 different values)
                    1 (x4)
                    2 (x1)
                [range] : mixed
                    object {4-04.items.[].system.range}
                        value : string {4-04.items.[].system.range.value} (5 different values)
                             (x10)
                            30 feet (x10)
                            touch (x6)
                            120 feet (x5)
                            60 feet (x2)
                    integer {4-04.items.[].system.range} (same value: 70)
                [reload] : object {4-04.items.[].system.reload}
                    value : string {4-04.items.[].system.reload.value} (3 different values)
                        - (x1)
                         (x1)
                        1 (x2)
                rules : ###FoundryRulesObject###
                [runes] : object {4-04.items.[].system.runes}
                    potency : integer {4-04.items.[].system.runes.potency} (2 different values)
                        0 (x3)
                        1 (x2)
                    property : array<> {4-04.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {4-04.items.[].system.runes.striking} (2 different values)
                        0 (x2)
                        1 (x2)
                    [resilient] : integer {4-04.items.[].system.runes.resilient} (same value: 0)
                [size] : string {4-04.items.[].system.size} (same value: med)
                [slug] : string {4-04.items.[].system.slug} (28 different values)
                [splashDamage] : object {4-04.items.[].system.splashDamage}
                    value : integer {4-04.items.[].system.splashDamage.value} (same value: 0)
                [traits] : object {4-04.items.[].system.traits}
                    rarity : string {4-04.items.[].system.traits.rarity} (2 different values)
                        common (x69)
                        uncommon (x4)
                    value : array<string> {4-04.items.[].system.traits.value}
                        Length: min=0 max=9
                        Value type: string {4-04.items.[].system.traits.value.[]} (40 different values)
                    [traditions] : array<string> {4-04.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {4-04.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x27)
                            occult (x31)
                            divine (x12)
                            primal (x2)
                [usage] : object {4-04.items.[].system.usage}
                    value : string {4-04.items.[].system.usage.value} (2 different values)
                        held-in-one-hand (x2)
                        held-in-two-hands (x2)
                [acBonus] : integer {4-04.items.[].system.acBonus} (same value: 2)
                [checkPenalty] : integer {4-04.items.[].system.checkPenalty} (same value: -1)
                [dexCap] : integer {4-04.items.[].system.dexCap} (same value: 3)
                [speedPenalty] : integer {4-04.items.[].system.speedPenalty} (same value: 0)
                [strength] : integer {4-04.items.[].system.strength} (same value: 1)
                [attack] : object {4-04.items.[].system.attack}
                    value : string {4-04.items.[].system.attack.value} (same value: )
                [attackEffects] : object {4-04.items.[].system.attackEffects}
                    [custom] : string {4-04.items.[].system.attackEffects.custom} (same value: )
                    value : array<string> {4-04.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {4-04.items.[].system.attackEffects.value.[]} (3 different values)
                            barbed-net (x2)
                            grab (x1)
                            giant-scorpion-venom (x1)
                [damageRolls] : object {4-04.items.[].system.damageRolls}
                    [en1yefg9lp7964kbandu] : object {4-04.items.[].system.damageRolls.en1yefg9lp7964kbandu}
                        damage : string {4-04.items.[].system.damageRolls.en1yefg9lp7964kbandu.damage} (same value: 1d4+7)
                        damageType : string {4-04.items.[].system.damageRolls.en1yefg9lp7964kbandu.damageType} (same value: piercing)
                    [mc0k726x123cckh2fauj] : object {4-04.items.[].system.damageRolls.mc0k726x123cckh2fauj}
                        damage : string {4-04.items.[].system.damageRolls.mc0k726x123cckh2fauj.damage} (same value: 1d4+7)
                        damageType : string {4-04.items.[].system.damageRolls.mc0k726x123cckh2fauj.damageType} (same value: slashing)
                    [zobltkuh8ujdpw5jgbyt] : object {4-04.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt}
                        damage : string {4-04.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damage} (same value: 1d4+7)
                        damageType : string {4-04.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damageType} (same value: piercing)
                    [SSpdoE043VESLo9C] : object {4-04.items.[].system.damageRolls.SSpdoE043VESLo9C}
                        damage : string {4-04.items.[].system.damageRolls.SSpdoE043VESLo9C.damage} (2 different values)
                            1d6 + 2 (x1)
                            1d8+6 (x1)
                        damageType : string {4-04.items.[].system.damageRolls.SSpdoE043VESLo9C.damageType} (same value: bludgeoning)
                    [GnZWUXOWOmFaS8Hk] : object {4-04.items.[].system.damageRolls.GnZWUXOWOmFaS8Hk}
                        damage : string {4-04.items.[].system.damageRolls.GnZWUXOWOmFaS8Hk.damage} (2 different values)
                            2d4 + 1 (x1)
                            2d6+3 (x1)
                        damageType : string {4-04.items.[].system.damageRolls.GnZWUXOWOmFaS8Hk.damageType} (same value: cold)
                    [ozt253bhq9c5w4m1ahu2] : object {4-04.items.[].system.damageRolls.ozt253bhq9c5w4m1ahu2}
                        damage : string {4-04.items.[].system.damageRolls.ozt253bhq9c5w4m1ahu2.damage} (same value: 1d8+6)
                        damageType : string {4-04.items.[].system.damageRolls.ozt253bhq9c5w4m1ahu2.damageType} (same value: piercing)
                    [u39xt1ve7sl44jf22m4x] : object {4-04.items.[].system.damageRolls.u39xt1ve7sl44jf22m4x}
                        damage : string {4-04.items.[].system.damageRolls.u39xt1ve7sl44jf22m4x.damage} (same value: 1d8+9)
                        damageType : string {4-04.items.[].system.damageRolls.u39xt1ve7sl44jf22m4x.damageType} (same value: slashing)
                    [yuxbt5wb29teq10fkz8p] : object {4-04.items.[].system.damageRolls.yuxbt5wb29teq10fkz8p}
                        damage : string {4-04.items.[].system.damageRolls.yuxbt5wb29teq10fkz8p.damage} (same value: 1d6+9)
                        damageType : string {4-04.items.[].system.damageRolls.yuxbt5wb29teq10fkz8p.damageType} (same value: piercing)
                    [I8cNcN5SuvHtBByJ] : object {4-04.items.[].system.damageRolls.I8cNcN5SuvHtBByJ}
                        damage : string {4-04.items.[].system.damageRolls.I8cNcN5SuvHtBByJ.damage} (2 different values)
                            1d4 + 5 (x1)
                            1d4 + 7 (x1)
                        damageType : string {4-04.items.[].system.damageRolls.I8cNcN5SuvHtBByJ.damageType} (same value: piercing)
                    [DGus5Cy1do8F3joh] : object {4-04.items.[].system.damageRolls.DGus5Cy1do8F3joh}
                        damage : string {4-04.items.[].system.damageRolls.DGus5Cy1do8F3joh.damage} (2 different values)
                            2d6+5 (x1)
                            2d6+7 (x1)
                        damageType : string {4-04.items.[].system.damageRolls.DGus5Cy1do8F3joh.damageType} (same value: piercing)
                [weaponType] : object {4-04.items.[].system.weaponType}
                    value : string {4-04.items.[].system.weaponType.value} (2 different values)
                        melee (x9)
                        ranged (x7)
                [actionType] : object {4-04.items.[].system.actionType}
                    value : string {4-04.items.[].system.actionType.value} (4 different values)
                        passive (x11)
                        action (x4)
                        reaction (x3)
                        free (x1)
                [actions] : object {4-04.items.[].system.actions}
                    [value] : integer {4-04.items.[].system.actions.value} (2 different values)
                        2 (x2)
                        1 (x2)
                [autoHeightenLevel] : object {4-04.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {4-04.items.[].system.prepared}
                    value : string {4-04.items.[].system.prepared.value} (2 different values)
                        spontaneous (x2)
                        focus (x2)
                [proficiency] : object {4-04.items.[].system.proficiency}
                    value : integer {4-04.items.[].system.proficiency.value} (same value: 1)
                [slots] : object {4-04.items.[].system.slots}
                    [slot1] : object {4-04.items.[].system.slots.slot1}
                        max : integer {4-04.items.[].system.slots.slot1.max} (same value: 4)
                        value : integer {4-04.items.[].system.slots.slot1.value} (same value: 4)
                    [slot2] : object {4-04.items.[].system.slots.slot2}
                        max : integer {4-04.items.[].system.slots.slot2.max} (2 different values)
                            3 (x1)
                            4 (x1)
                        value : integer {4-04.items.[].system.slots.slot2.value} (2 different values)
                            3 (x1)
                            4 (x1)
                    [slot3] : object {4-04.items.[].system.slots.slot3}
                        max : integer {4-04.items.[].system.slots.slot3.max} (2 different values)
                            2 (x1)
                            3 (x1)
                        value : integer {4-04.items.[].system.slots.slot3.value} (2 different values)
                            2 (x1)
                            3 (x1)
                    [slot4] : object {4-04.items.[].system.slots.slot4}
                        max : integer {4-04.items.[].system.slots.slot4.max} (same value: 2)
                        value : integer {4-04.items.[].system.slots.slot4.value} (same value: 2)
                [spelldc] : object {4-04.items.[].system.spelldc}
                    dc : integer {4-04.items.[].system.spelldc.dc} (2 different values)
                        22 (x2)
                        25 (x2)
                    value : integer {4-04.items.[].system.spelldc.value} (2 different values)
                        14 (x2)
                        17 (x2)
                [tradition] : object {4-04.items.[].system.tradition}
                    value : string {4-04.items.[].system.tradition.value} (same value: occult)
                [area] : object {4-04.items.[].system.area}
                    type : string {4-04.items.[].system.area.type} (3 different values)
                        emanation (x4)
                        burst (x4)
                        line (x2)
                    value : integer {4-04.items.[].system.area.value} (2 different values)
                        30 (x6)
                        10 (x4)
                [cost] : object {4-04.items.[].system.cost}
                    value : string {4-04.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {4-04.items.[].system.counteraction} (same value: False)
                [defense] : object {4-04.items.[].system.defense}
                    save : object {4-04.items.[].system.defense.save}
                        basic : boolean {4-04.items.[].system.defense.save.basic} (2 different values)
                            False (x11)
                            True (x8)
                        statistic : string {4-04.items.[].system.defense.save.statistic} (3 different values)
                            will (x9)
                            fortitude (x8)
                            reflex (x2)
                [duration] : object {4-04.items.[].system.duration}
                    sustained : boolean {4-04.items.[].system.duration.sustained} (2 different values)
                        False (x29)
                        True (x4)
                    value : string {4-04.items.[].system.duration.value} (7 different values)
                         (x19)
                        varies (x2)
                        1 minute (x5)
                        1 round (x2)
                        until the start of your next turn (x2)
                        until the end of your turn (x2)
                        10 minutes (x1)
                [location] : object {4-04.items.[].system.location}
                    value : string {4-04.items.[].system.location.value} (2 different values)
                        LklHlzfius4V44Tw (x2)
                        ZfZvbmxHEG6qZ9qI (x31)
                    [heightenedLevel] : integer {4-04.items.[].system.location.heightenedLevel} (4 different values)
                        3 (x4)
                        2 (x7)
                        1 (x8)
                        4 (x2)
                [requirements] : string {4-04.items.[].system.requirements} (same value: )
                [target] : object {4-04.items.[].system.target}
                    value : string {4-04.items.[].system.target.value} (4 different values)
                         (x14)
                        1 creature (x12)
                        1 living creature (x5)
                        1 living or undead creature (x2)
                [time] : object {4-04.items.[].system.time}
                    value : string {4-04.items.[].system.time.value} (3 different values)
                        2 (x27)
                        1 to 3 (x2)
                        1 (x4)
                [heightening] : object {4-04.items.[].system.heightening}
                    [levels] : object {4-04.items.[].system.heightening.levels}
                        7 : object {4-04.items.[].system.heightening.levels.7}
                            target : object {4-04.items.[].system.heightening.levels.7.target}
                                value : string {4-04.items.[].system.heightening.levels.7.target.value} (same value: 10 creatures)
                    type : string {4-04.items.[].system.heightening.type} (2 different values)
                        fixed (x2)
                        interval (x17)
                    [damage] : object {4-04.items.[].system.heightening.damage}
                        0 : string {4-04.items.[].system.heightening.damage.0} (6 different values)
                            2d6 (x5)
                            2d10 (x2)
                            1d10 (x2)
                            1d4 (x2)
                            1d6 (x4)
                            2d4 (x2)
                    [interval] : integer {4-04.items.[].system.heightening.interval} (2 different values)
                        1 (x13)
                        2 (x4)
                [overlays] : object {4-04.items.[].system.overlays}
                    [2I469pfbYcmFvzOA] : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA}
                        _id : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
                        name : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
                        overlayType : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
                        sort : integer {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
                        system : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system}
                            damage : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
                                0 : object {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
                                    [category] : mixed
                                    type : string {4-04.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
                    [cUFX7ExSLeoa3vIF] : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF}
                        _id : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
                        name : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
                        overlayType : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
                        sort : integer {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
                        system : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
                            damage : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
                                0 : object {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
                                    [category] : mixed
                                    type : string {4-04.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
                    [zFWsMjoeCnLxqJaV] : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV}
                        _id : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
                        name : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
                        overlayType : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
                        sort : integer {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
                        system : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
                            damage : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
                                0 : object {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
                                    [category] : mixed
                                    type : string {4-04.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
            type : string {4-04.items.[].type} (6 different values)
                weapon (x4)
                armor (x1)
                melee (x16)
                action (x19)
                spellcastingEntry (x4)
                spell (x33)
            [flags] : object {4-04.items.[].flags}
                pf2e : object {4-04.items.[].flags.pf2e}
                    linkedWeapon : string {4-04.items.[].flags.pf2e.linkedWeapon} (3 different values)
                        HaOEclKin872Tv64 (x2)
                        78nonbWTYp9sHqMv (x1)
                        9CmmwbjTYYVNDFDW (x2)
    name : string {4-04.name} (all different values)
    system : object {4-04.system}
        [abilities] : object {4-04.system.abilities}
            cha : object {4-04.system.abilities.cha}
                mod : integer {4-04.system.abilities.cha.mod} (5 different values)
                    0 (x1)
                    1 (x2)
                    -1 (x1)
                    -4 (x1)
                    5 (x2)
            con : object {4-04.system.abilities.con}
                mod : integer {4-04.system.abilities.con.mod} (3 different values)
                    2 (x1)
                    4 (x4)
                    1 (x2)
            dex : object {4-04.system.abilities.dex}
                mod : integer {4-04.system.abilities.dex.mod} (3 different values)
                    3 (x3)
                    2 (x3)
                    -1 (x1)
            int : object {4-04.system.abilities.int}
                mod : integer {4-04.system.abilities.int.mod} (5 different values)
                    -1 (x1)
                    2 (x2)
                    -4 (x1)
                    -5 (x1)
                    1 (x2)
            str : object {4-04.system.abilities.str}
                mod : integer {4-04.system.abilities.str.mod} (2 different values)
                    4 (x5)
                    0 (x2)
            wis : object {4-04.system.abilities.wis}
                mod : integer {4-04.system.abilities.wis.mod} (3 different values)
                    1 (x1)
                    0 (x2)
                    2 (x4)
        attributes : object {4-04.system.attributes}
            ac : object {4-04.system.attributes.ac}
                [details] : string {4-04.system.attributes.ac.details} (same value: )
                value : integer {4-04.system.attributes.ac.value} (7 different values)
                    20 (x1)
                    16 (x1)
                    0 (x3)
                    17 (x1)
                    22 (x2)
                    19 (x1)
                    25 (x1)
            [allSaves] : object {4-04.system.attributes.allSaves}
                value : string {4-04.system.attributes.allSaves.value} (same value: )
            hp : object {4-04.system.attributes.hp}
                details : string {4-04.system.attributes.hp.details} (same value: )
                max : integer {4-04.system.attributes.hp.max} (7 different values)
                    60 (x1)
                    20 (x2)
                    0 (x3)
                    24 (x1)
                    75 (x1)
                    59 (x1)
                    90 (x1)
                temp : integer {4-04.system.attributes.hp.temp} (same value: 0)
                value : integer {4-04.system.attributes.hp.value} (7 different values)
                    60 (x1)
                    20 (x2)
                    0 (x3)
                    24 (x1)
                    75 (x1)
                    59 (x1)
                    90 (x1)
                [tempmax] : integer {4-04.system.attributes.hp.tempmax} (same value: 0)
            [speed] : object {4-04.system.attributes.speed}
                otherSpeeds : array<object> {4-04.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {4-04.system.attributes.speed.otherSpeeds.[]}
                        type : string {4-04.system.attributes.speed.otherSpeeds.[].type} (same value: burrow)
                        value : integer {4-04.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
                value : integer {4-04.system.attributes.speed.value} (3 different values)
                    25 (x5)
                    20 (x1)
                    40 (x1)
                [details] : string {4-04.system.attributes.speed.details} (same value: earth glide)
            [immunities] : array<object> {4-04.system.attributes.immunities}
                Length: min=0 max=4
                Value type: object {4-04.system.attributes.immunities.[]}
                    type : string {4-04.system.attributes.immunities.[].type} (4 different values)
                        bleed (x1)
                        paralyzed (x1)
                        poison (x1)
                        sleep (x3)
            [resistances] : array<object> {4-04.system.attributes.resistances}
                Length: min=1 max=1
                Value type: object {4-04.system.attributes.resistances.[]}
                    exceptions : array<string> {4-04.system.attributes.resistances.[].exceptions}
                        Length: min=1 max=1
                        Value type: string {4-04.system.attributes.resistances.[].exceptions.[]} (same value: adamantine)
                    type : string {4-04.system.attributes.resistances.[].type} (same value: physical)
                    value : integer {4-04.system.attributes.resistances.[].value} (2 different values)
                        3 (x1)
                        5 (x1)
            [emitsSound] : mixed
                string {4-04.system.attributes.emitsSound} (same value: encounter)
                boolean {4-04.system.attributes.emitsSound} (same value: False)
            [hardness] : integer {4-04.system.attributes.hardness} (same value: 0)
            [stealth] : object {4-04.system.attributes.stealth}
                details : string {4-04.system.attributes.stealth.details} (2 different values)
                    <p>(trained) to sense an ominous presence in the room</p> (x2)
                    <p>(trained) (or -10 and no minimum proficiency if the surface is disturbed)</p> (x1)
                value : integer {4-04.system.attributes.stealth.value} (2 different values)
                    13 (x1)
                    16 (x2)
            [hasHealth] : boolean {4-04.system.attributes.hasHealth} (same value: False)
        details : object {4-04.system.details}
            [blurb] : string {4-04.system.details.blurb} (3 different values)
                Variant bugbear tormentor (x1)
                 (x5)
                Variant giant scorpion (x1)
            [languages] : object {4-04.system.details.languages}
                details : string {4-04.system.details.languages.details} (2 different values)
                     (x5)
                    telepathy 30 feet (x2)
                value : array<string> {4-04.system.details.languages.value}
                    Length: min=0 max=3
                    Value type: string {4-04.system.details.languages.value.[]} (4 different values)
                        common (x5)
                        goblin (x1)
                        osiriani (x4)
                        aklo (x2)
            level : object {4-04.system.details.level}
                value : integer {4-04.system.details.level.value} (6 different values)
                    4 (x1)
                    1 (x1)
                    3 (x2)
                    5 (x4)
                    2 (x1)
                    7 (x1)
            [privateNotes] : string {4-04.system.details.privateNotes} (same value: )
            [publicNotes] : string {4-04.system.details.publicNotes} (4 different values)
                <p>The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.</p>
            <hr />
            <p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p> (x1)
                 (x4)
                <p>Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds.</p> (x1)
                <p>These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species.</p>
            <hr />
            <p>Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.</p> (x1)
            publication : object {4-04.system.details.publication}
                license : string {4-04.system.details.publication.license} (same value: OGL)
                remaster : boolean {4-04.system.details.publication.remaster} (same value: False)
                title : string {4-04.system.details.publication.title} (same value: Pathfinder Society Scenario #4-04: To Seek the Heart of Calamity)
            [description] : string {4-04.system.details.description} (2 different values)
                <p>An invisible force shoves creatures backwards, hurling them through the chamber's doorway.</p> (x2)
                <p>A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.</p> (x1)
            [disable] : string {4-04.system.details.disable} (3 different values)
                <p>@Check[occultism|dc:20] (trained) to disperse the force or @Check[religion|dc:18] (trained) to hide from the ominous presence's senses</p> (x1)
                <p>@Check[occultism|dc:23] (trained) to disperse the force or @Check[religion|dc:21] (trained) to hide from the ominous presence's senses</p> (x1)
                <p>@Check[survival|dc:21|name:Safely Disturb the Surface] (trained) to disturb the surface</p> (x1)
            [isComplex] : boolean {4-04.system.details.isComplex} (2 different values)
                False (x2)
                True (x1)
            [reset] : string {4-04.system.details.reset} (2 different values)
                <p>1 day</p> (x2)
                <p>The hazard still submerges anyone who walks in, but the surface doesn't become hidden again until it settles over the course of 24 hours.</p> (x1)
            [routine] : string {4-04.system.details.routine} (2 different values)
                 (x2)
                <p>(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.</p>
            <p>A creature in the quicksand can attempt a @Check[athletics|dc:23|traits:action:swim] check to Swim to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step.</p>
            <p>A creature that Swims out of the quicksand escapes the hazard and is prone in a space adjacent to the quicksand patch. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own @Check[athletics|dc:23|name:Aid Another Creature in Quicksand] check, with the same results as if the creature attempted the check.</p> (x1)
        [initiative] : object {4-04.system.initiative}
            statistic : string {4-04.system.initiative.statistic} (same value: perception)
        [perception] : object {4-04.system.perception}
            details : string {4-04.system.perception.details} (same value: )
            mod : integer {4-04.system.perception.mod} (5 different values)
                10 (x2)
                6 (x2)
                12 (x1)
                8 (x1)
                13 (x1)
            senses : array<object> {4-04.system.perception.senses}
                Length: min=1 max=2
                Value type: object {4-04.system.perception.senses.[]}
                    type : string {4-04.system.perception.senses.[].type} (3 different values)
                        darkvision (x7)
                        scent (x1)
                        tremorsense (x2)
                    [acuity] : string {4-04.system.perception.senses.[].acuity} (same value: imprecise)
                    [range] : integer {4-04.system.perception.senses.[].range} (2 different values)
                        30 (x2)
                        60 (x1)
        [resources] : object {4-04.system.resources}
            focus : object {4-04.system.resources.focus}
                max : integer {4-04.system.resources.focus.max} (same value: 2)
                value : integer {4-04.system.resources.focus.value} (same value: 2)
        saves : object {4-04.system.saves}
            fortitude : object {4-04.system.saves.fortitude}
                saveDetail : string {4-04.system.saves.fortitude.saveDetail} (same value: )
                value : integer {4-04.system.saves.fortitude.value} (5 different values)
                    9 (x2)
                    10 (x2)
                    0 (x3)
                    15 (x1)
                    12 (x2)
            reflex : object {4-04.system.saves.reflex}
                saveDetail : string {4-04.system.saves.reflex.saveDetail} (same value: )
                value : integer {4-04.system.saves.reflex.value} (8 different values)
                    10 (x1)
                    4 (x1)
                    0 (x3)
                    5 (x1)
                    12 (x1)
                    6 (x1)
                    11 (x1)
                    14 (x1)
            will : object {4-04.system.saves.will}
                saveDetail : string {4-04.system.saves.will.saveDetail} (same value: )
                value : integer {4-04.system.saves.will.value} (8 different values)
                    6 (x1)
                    7 (x1)
                    0 (x3)
                    8 (x1)
                    10 (x1)
                    9 (x1)
                    15 (x1)
                    18 (x1)
        [skills] : object {4-04.system.skills}
            [acrobatics] : object {4-04.system.skills.acrobatics}
                base : integer {4-04.system.skills.acrobatics.base} (same value: 9)
            [athletics] : object {4-04.system.skills.athletics}
                base : integer {4-04.system.skills.athletics.base} (4 different values)
                    10 (x2)
                    7 (x1)
                    8 (x1)
                    14 (x1)
            [intimidation] : object {4-04.system.skills.intimidation}
                base : integer {4-04.system.skills.intimidation.base} (5 different values)
                    8 (x1)
                    6 (x1)
                    9 (x1)
                    13 (x1)
                    17 (x1)
            [stealth] : object {4-04.system.skills.stealth}
                base : integer {4-04.system.skills.stealth.base} (5 different values)
                    9 (x1)
                    5 (x1)
                    10 (x1)
                    12 (x1)
                    13 (x1)
                [special] : array<object> {4-04.system.skills.stealth.special}
                    Length: min=1 max=1
                    Value type: object {4-04.system.skills.stealth.special.[]}
                        base : integer {4-04.system.skills.stealth.special.[].base} (same value: 7)
                        label : string {4-04.system.skills.stealth.special.[].label} (same value: in rocky areas)
                        predicate : array<string> {4-04.system.skills.stealth.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {4-04.system.skills.stealth.special.[].predicate.[]} (same value: terrain:rocky)
            [thievery] : object {4-04.system.skills.thievery}
                base : integer {4-04.system.skills.thievery.base} (3 different values)
                    9 (x1)
                    10 (x1)
                    13 (x1)
            [arcana] : object {4-04.system.skills.arcana}
                base : integer {4-04.system.skills.arcana.base} (4 different values)
                    6 (x1)
                    9 (x1)
                    12 (x1)
                    15 (x1)
            deception : object {4-04.system.skills.deception}
                base : integer {4-04.system.skills.deception.base} (2 different values)
                    13 (x1)
                    17 (x1)
            occultism : object {4-04.system.skills.occultism}
                base : integer {4-04.system.skills.occultism.base} (2 different values)
                    12 (x1)
                    15 (x1)
            religion : object {4-04.system.skills.religion}
                base : integer {4-04.system.skills.religion.base} (2 different values)
                    7 (x1)
                    10 (x1)
        traits : object {4-04.system.traits}
            rarity : string {4-04.system.traits.rarity} (4 different values)
                uncommon (x3)
                rare (x4)
                common (x1)
                unique (x2)
            size : object {4-04.system.traits.size}
                value : string {4-04.system.traits.size.value} (3 different values)
                    med (x8)
                    sm (x1)
                    lg (x1)
            value : array<string> {4-04.system.traits.value}
                Length: min=1 max=4
                Value type: string {4-04.system.traits.value.[]} (12 different values)
                    evil (x3)
                    goblin (x1)
                    humanoid (x3)
                    automaton (x2)
                    construct (x2)
                    haunt (x2)
                    environmental (x1)
                    earth (x1)
                    elemental (x1)
                    animal (x1)
                    changeling (x2)
                    elf (x2)
        [creatureType] : string {4-04.system.creatureType} (same value: )
        [statusEffects] : array<> {4-04.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
    type : string {4-04.type} (2 different values)
        npc (x7)
        hazard (x3)
    [prototypeToken] : object {4-04.prototypeToken}
        name : string {4-04.prototypeToken.name} (4 different values)
            Death Drop (x2)
            Quicksand (x1)
            Living Boulder (x1)
            Sounrel (x2)