2-19
Different values: 9
=====================================
object {2-19}
    _id : string {2-19._id} (all different values)
    folder : string {2-19.folder} (same value: dHDOzdSI2Jstnx3d)
    img : string {2-19.img} (2 different values)
        systems/pf2e/icons/default-icons/npc.svg (x5)
        systems/pf2e/icons/default-icons/hazard.svg (x4)
    items : array<object> {2-19.items}
        Length: min=1 max=12
        Value type: object {2-19.items.[]}
            _id : string {2-19.items.[]._id} (27 different values)
            img : string {2-19.items.[].img} (12 different values)
                systems/pf2e/icons/default-icons/melee.svg (x11)
                systems/pf2e/icons/actions/Passive.webp (x10)
                systems/pf2e/icons/actions/OneAction.webp (x1)
                systems/pf2e/icons/actions/Reaction.webp (x4)
                systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
                icons/magic/unholy/silhouette-evil-horned-giant.webp (x2)
                icons/creatures/magical/construct-stone-earth-gray.webp (x1)
                icons/weapons/hammers/shorthammer-embossed-white.webp (x1)
                icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
                icons/sundries/survival/cuffs-shackles-steel.webp (x1)
                systems/pf2e/icons/actions/ThreeActions.webp (x1)
                systems/pf2e/icons/actions/TwoActions.webp (x1)
            name : string {2-19.items.[].name} (26 different values)
            sort : integer {2-19.items.[].sort} (13 different values)
                100000 (x5)
                200000 (x5)
                300000 (x5)
                0 (x8)
                400000 (x2)
                500000 (x2)
                600000 (x2)
                700000 (x2)
                800000 (x1)
                900000 (x1)
                1000000 (x1)
                1100000 (x1)
                1200000 (x1)
            system : object {2-19.items.[].system}
                [attack] : object {2-19.items.[].system.attack}
                    value : string {2-19.items.[].system.attack.value} (same value: )
                [attackEffects] : object {2-19.items.[].system.attackEffects}
                    [custom] : string {2-19.items.[].system.attackEffects.custom} (same value: )
                    value : array<string> {2-19.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {2-19.items.[].system.attackEffects.value.[]} (2 different values)
                            grab (x1)
                            solidifying-lava (x2)
                [bonus] : object {2-19.items.[].system.bonus}
                    value : integer {2-19.items.[].system.bonus.value} (6 different values)
                        11 (x4)
                        9 (x3)
                        7 (x1)
                        12 (x1)
                        0 (x1)
                        8 (x2)
                [damageRolls] : object {2-19.items.[].system.damageRolls}
                    [lun94c125o9v0vi0xwoo] : object {2-19.items.[].system.damageRolls.lun94c125o9v0vi0xwoo}
                        damage : string {2-19.items.[].system.damageRolls.lun94c125o9v0vi0xwoo.damage} (3 different values)
                            1d8+6 (x1)
                            1d6+2 (x1)
                            1d6+4 (x1)
                        damageType : string {2-19.items.[].system.damageRolls.lun94c125o9v0vi0xwoo.damageType} (same value: bludgeoning)
                    [vgxzsh1xbha1w4i9akg2] : object {2-19.items.[].system.damageRolls.vgxzsh1xbha1w4i9akg2}
                        damage : string {2-19.items.[].system.damageRolls.vgxzsh1xbha1w4i9akg2.damage} (2 different values)
                            1d8+2 (x1)
                            1d8+4 (x1)
                        damageType : string {2-19.items.[].system.damageRolls.vgxzsh1xbha1w4i9akg2.damageType} (same value: bludgeoning)
                    [o30ldvl1rgxl3nvnwxvh] : object {2-19.items.[].system.damageRolls.o30ldvl1rgxl3nvnwxvh}
                        damage : string {2-19.items.[].system.damageRolls.o30ldvl1rgxl3nvnwxvh.damage} (2 different values)
                            1d4+3 (x1)
                            1d10+4 (x1)
                        damageType : string {2-19.items.[].system.damageRolls.o30ldvl1rgxl3nvnwxvh.damageType} (same value: fire)
                    [jqtxox4ffjb7hbb859hm] : object {2-19.items.[].system.damageRolls.jqtxox4ffjb7hbb859hm}
                        damage : string {2-19.items.[].system.damageRolls.jqtxox4ffjb7hbb859hm.damage} (same value: 1d8+4)
                        damageType : string {2-19.items.[].system.damageRolls.jqtxox4ffjb7hbb859hm.damageType} (same value: bludgeoning)
                    [4k7t5rnxt6tkxxjceids] : object {2-19.items.[].system.damageRolls.4k7t5rnxt6tkxxjceids}
                        damage : string {2-19.items.[].system.damageRolls.4k7t5rnxt6tkxxjceids.damage} (same value: 1d6+4)
                        damageType : string {2-19.items.[].system.damageRolls.4k7t5rnxt6tkxxjceids.damageType} (same value: bludgeoning)
                    [q7t1lmpw30nv1zdryh5h] : object {2-19.items.[].system.damageRolls.q7t1lmpw30nv1zdryh5h}
                        damage : string {2-19.items.[].system.damageRolls.q7t1lmpw30nv1zdryh5h.damage} (same value: 1d6+4)
                        damageType : string {2-19.items.[].system.damageRolls.q7t1lmpw30nv1zdryh5h.damageType} (same value: bludgeoning)
                    vth1jzwhg6489ybhls55 : object {2-19.items.[].system.damageRolls.vth1jzwhg6489ybhls55}
                        damage : string {2-19.items.[].system.damageRolls.vth1jzwhg6489ybhls55.damage} (same value: 1d6+3)
                        damageType : string {2-19.items.[].system.damageRolls.vth1jzwhg6489ybhls55.damageType} (same value: bludgeoning)
                description : object {2-19.items.[].system.description}
                    value : string {2-19.items.[].system.description.value} (21 different values)
                publication : object {2-19.items.[].system.publication}
                    license : string {2-19.items.[].system.publication.license} (2 different values)
                        OGL (x34)
                        ORC (x2)
                    remaster : boolean {2-19.items.[].system.publication.remaster} (2 different values)
                        False (x34)
                        True (x2)
                    title : string {2-19.items.[].system.publication.title} (3 different values)
                         (x30)
                        Pathfinder Bestiary (x4)
                        Pathfinder Player Core (x2)
                rules : ###FoundryRulesObject###
                [slug] : string {2-19.items.[].system.slug} (10 different values)
                    grab (x1)
                    enlarge (x2)
                    invisibility (x1)
                    light-hammer (x1)
                    studded-leather-armor (x1)
                    manacles-poor (x1)
                    light-blindness (x1)
                    1-status-to-all-saves-vs-magic (x1)
                    tremorsense (x1)
                    fast-healing (x1)
                [traits] : object {2-19.items.[].system.traits}
                    [rarity] : string {2-19.items.[].system.traits.rarity} (same value: common)
                    [value] : array<string> {2-19.items.[].system.traits.value}
                        Length: min=0 max=3
                        Value type: string {2-19.items.[].system.traits.value.[]} (17 different values)
                            magical (x3)
                            unarmed (x2)
                            shove (x2)
                            agile (x5)
                            free-hand (x2)
                            concentrate (x2)
                            manipulate (x4)
                            polymorph (x2)
                            illusion (x1)
                            thrown-20 (x2)
                            trip (x1)
                            attack (x1)
                            emotion (x2)
                            fear (x2)
                            mental (x2)
                            arcane (x1)
                            earth (x1)
                    [traditions] : array<string> {2-19.items.[].system.traits.traditions}
                        Length: min=2 max=2
                        Value type: string {2-19.items.[].system.traits.traditions.[]} (3 different values)
                            arcane (x3)
                            primal (x2)
                            occult (x1)
                [weaponType] : object {2-19.items.[].system.weaponType}
                    value : string {2-19.items.[].system.weaponType.value} (2 different values)
                        melee (x8)
                        ranged (x3)
                [actionType] : object {2-19.items.[].system.actionType}
                    value : string {2-19.items.[].system.actionType.value} (3 different values)
                        passive (x10)
                        action (x3)
                        reaction (x4)
                [actions] : object {2-19.items.[].system.actions}
                    [value] : integer {2-19.items.[].system.actions.value} (3 different values)
                        1 (x1)
                        3 (x1)
                        2 (x1)
                [category] : string {2-19.items.[].system.category} (5 different values)
                    defensive (x5)
                    offensive (x4)
                    martial (x1)
                    light (x1)
                    interaction (x2)
                [autoHeightenLevel] : object {2-19.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {2-19.items.[].system.prepared}
                    flexible : boolean {2-19.items.[].system.prepared.flexible} (same value: False)
                    value : string {2-19.items.[].system.prepared.value} (same value: innate)
                [proficiency] : object {2-19.items.[].system.proficiency}
                    value : integer {2-19.items.[].system.proficiency.value} (same value: 0)
                [slots] : object {2-19.items.[].system.slots}
                    slot2 : object {2-19.items.[].system.slots.slot2}
                        max : integer {2-19.items.[].system.slots.slot2.max} (2 different values)
                            2 (x1)
                            1 (x1)
                        value : integer {2-19.items.[].system.slots.slot2.value} (2 different values)
                            2 (x1)
                            1 (x1)
                [spelldc] : object {2-19.items.[].system.spelldc}
                    dc : integer {2-19.items.[].system.spelldc.dc} (2 different values)
                        18 (x1)
                        17 (x1)
                    mod : integer {2-19.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {2-19.items.[].system.spelldc.value} (2 different values)
                        10 (x1)
                        9 (x1)
                [tradition] : object {2-19.items.[].system.tradition}
                    value : string {2-19.items.[].system.tradition.value} (2 different values)
                        occult (x1)
                        arcane (x1)
                [area] : mixed
                [cost] : object {2-19.items.[].system.cost}
                    value : string {2-19.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {2-19.items.[].system.counteraction} (same value: False)
                [damage] : object {2-19.items.[].system.damage}
                    [damageType] : string {2-19.items.[].system.damage.damageType} (same value: bludgeoning)
                    [dice] : integer {2-19.items.[].system.damage.dice} (same value: 1)
                    [die] : string {2-19.items.[].system.damage.die} (same value: d6)
                [defense] : mixed
                [duration] : object {2-19.items.[].system.duration}
                    sustained : boolean {2-19.items.[].system.duration.sustained} (same value: False)
                    value : string {2-19.items.[].system.duration.value} (2 different values)
                        5 minutes (x2)
                        10 minutes (x1)
                [heightening] : object {2-19.items.[].system.heightening}
                    levels : object {2-19.items.[].system.heightening.levels}
                        6 : object {2-19.items.[].system.heightening.levels.6}
                            target : object {2-19.items.[].system.heightening.levels.6.target}
                                value : string {2-19.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
                    type : string {2-19.items.[].system.heightening.type} (same value: fixed)
                [level] : object {2-19.items.[].system.level}
                    value : integer {2-19.items.[].system.level.value} (2 different values)
                        2 (x3)
                        0 (x3)
                [location] : object {2-19.items.[].system.location}
                    heightenedLevel : integer {2-19.items.[].system.location.heightenedLevel} (same value: 2)
                    value : string {2-19.items.[].system.location.value} (2 different values)
                        wEdDGcB1okQD2PU0 (x2)
                        DnY0IkrDDcbJ0Tgp (x1)
                [range] : object {2-19.items.[].system.range}
                    value : string {2-19.items.[].system.range.value} (2 different values)
                        30 feet (x2)
                        self (x1)
                [requirements] : string {2-19.items.[].system.requirements} (same value: )
                [target] : object {2-19.items.[].system.target}
                    value : string {2-19.items.[].system.target.value} (2 different values)
                        1 willing creature (x2)
                        self (x1)
                [time] : object {2-19.items.[].system.time}
                    value : string {2-19.items.[].system.time.value} (same value: 2)
                [baseItem] : string {2-19.items.[].system.baseItem} (2 different values)
                    light-hammer (x1)
                    studded-leather-armor (x1)
                [bonusDamage] : object {2-19.items.[].system.bonusDamage}
                    value : integer {2-19.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {2-19.items.[].system.bulk}
                    value : mixed
                        float {2-19.items.[].system.bulk.value} (same value: 0,1)
                        integer {2-19.items.[].system.bulk.value} (2 different values)
                            1 (x1)
                            0 (x1)
                [containerId] : mixed
                [equipped] : object {2-19.items.[].system.equipped}
                    carryType : string {2-19.items.[].system.equipped.carryType} (2 different values)
                        held (x2)
                        worn (x1)
                    [handsHeld] : integer {2-19.items.[].system.equipped.handsHeld} (same value: 1)
                    [invested] : mixed
                    [inSlot] : boolean {2-19.items.[].system.equipped.inSlot} (same value: False)
                [group] : string {2-19.items.[].system.group} (2 different values)
                    hammer (x1)
                    leather (x1)
                [hardness] : integer {2-19.items.[].system.hardness} (same value: 0)
                [hp] : object {2-19.items.[].system.hp}
                    max : integer {2-19.items.[].system.hp.max} (same value: 0)
                    value : integer {2-19.items.[].system.hp.value} (same value: 0)
                [material] : object {2-19.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {2-19.items.[].system.price}
                    value : object {2-19.items.[].system.price.value}
                        [sp] : integer {2-19.items.[].system.price.value.sp} (same value: 3)
                        [gp] : integer {2-19.items.[].system.price.value.gp} (same value: 3)
                [quantity] : integer {2-19.items.[].system.quantity} (2 different values)
                    2 (x2)
                    1 (x1)
                [reload] : object {2-19.items.[].system.reload}
                    value : string {2-19.items.[].system.reload.value} (same value: -)
                [runes] : object {2-19.items.[].system.runes}
                    potency : integer {2-19.items.[].system.runes.potency} (same value: 0)
                    property : array<> {2-19.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {2-19.items.[].system.runes.striking} (same value: 0)
                    resilient : integer {2-19.items.[].system.runes.resilient} (same value: 0)
                [size] : string {2-19.items.[].system.size} (same value: med)
                [splashDamage] : object {2-19.items.[].system.splashDamage}
                    value : integer {2-19.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {2-19.items.[].system.usage}
                    value : string {2-19.items.[].system.usage.value} (same value: held-in-one-hand)
                [acBonus] : integer {2-19.items.[].system.acBonus} (same value: 2)
                [checkPenalty] : integer {2-19.items.[].system.checkPenalty} (same value: -1)
                [dexCap] : integer {2-19.items.[].system.dexCap} (same value: 3)
                [speedPenalty] : integer {2-19.items.[].system.speedPenalty} (same value: 0)
                [strength] : integer {2-19.items.[].system.strength} (same value: 1)
                [showSlotlessLevels] : object {2-19.items.[].system.showSlotlessLevels}
                    value : boolean {2-19.items.[].system.showSlotlessLevels.value} (same value: False)
            type : string {2-19.items.[].type} (7 different values)
                melee (x11)
                action (x17)
                spellcastingEntry (x2)
                spell (x3)
                weapon (x1)
                armor (x1)
                equipment (x1)
            [_stats] : object {2-19.items.[]._stats}
                compendiumSource : string {2-19.items.[]._stats.compendiumSource} (10 different values)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x1)
                    Compendium.pf2e.spells-srd.Item.wzctak6BxOW8xvFV (x2)
                    Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB (x1)
                    Compendium.pf2e.equipment-srd.Item.FibwLZ12EIEwLGhw (x1)
                    Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x1)
                    Compendium.pf2e.equipment-srd.Item.ZPY2dOaMYciIJv1Q (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.I0HYG0ctCLP5JRsW (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x1)
            [flags] : object {2-19.items.[].flags}
                pf2e : object {2-19.items.[].flags.pf2e}
                    linkedWeapon : string {2-19.items.[].flags.pf2e.linkedWeapon} (same value: EvwJonzelyJ6hOZo)
    name : string {2-19.name} (all different values)
    system : object {2-19.system}
        [abilities] : object {2-19.system.abilities}
            cha : object {2-19.system.abilities.cha}
                mod : integer {2-19.system.abilities.cha.mod} (3 different values)
                    -5 (x3)
                    1 (x1)
                    -1 (x1)
            con : object {2-19.system.abilities.con}
                mod : integer {2-19.system.abilities.con.mod} (4 different values)
                    5 (x1)
                    4 (x2)
                    3 (x1)
                    2 (x1)
            dex : object {2-19.system.abilities.dex}
                mod : integer {2-19.system.abilities.dex.mod} (4 different values)
                    -2 (x1)
                    -3 (x2)
                    1 (x1)
                    -1 (x1)
            int : object {2-19.system.abilities.int}
                mod : integer {2-19.system.abilities.int.mod} (3 different values)
                    -5 (x3)
                    0 (x1)
                    -2 (x1)
            str : object {2-19.system.abilities.str}
                mod : integer {2-19.system.abilities.str.mod} (3 different values)
                    4 (x2)
                    2 (x1)
                    3 (x2)
            wis : object {2-19.system.abilities.wis}
                mod : integer {2-19.system.abilities.wis.mod} (2 different values)
                    0 (x4)
                    1 (x1)
        attributes : object {2-19.system.attributes}
            ac : object {2-19.system.attributes.ac}
                [details] : string {2-19.system.attributes.ac.details} (4 different values)
                    (15 when broken); guardian construct armor (x1)
                    (11 when broken); guardian construct armor (x1)
                     (x2)
                    (13 when broken); guardian construct armor (x1)
                value : integer {2-19.system.attributes.ac.value} (6 different values)
                    19 (x1)
                    15 (x1)
                    0 (x4)
                    18 (x1)
                    17 (x1)
                    16 (x1)
            [allSaves] : object {2-19.system.attributes.allSaves}
                value : string {2-19.system.attributes.allSaves.value} (2 different values)
                     (x4)
                    +2 status to all saves vs. magic (x1)
            [hardness] : mixed
                object {2-19.system.attributes.hardness}
                    value : integer {2-19.system.attributes.hardness.value} (3 different values)
                        6 (x1)
                        3 (x1)
                        5 (x1)
                integer {2-19.system.attributes.hardness} (same value: 0)
            hp : object {2-19.system.attributes.hp}
                details : string {2-19.system.attributes.hp.details} (2 different values)
                     (x8)
                    Fast Healing 2 (while underground) (x1)
                max : integer {2-19.system.attributes.hp.max} (6 different values)
                    35 (x1)
                    15 (x1)
                    0 (x4)
                    32 (x1)
                    30 (x1)
                    17 (x1)
                temp : integer {2-19.system.attributes.hp.temp} (same value: 0)
                value : integer {2-19.system.attributes.hp.value} (6 different values)
                    35 (x1)
                    15 (x1)
                    0 (x4)
                    32 (x1)
                    30 (x1)
                    17 (x1)
            [immunities] : array<object> {2-19.system.attributes.immunities}
                Length: min=0 max=5
                Value type: object {2-19.system.attributes.immunities.[]}
                    type : string {2-19.system.attributes.immunities.[].type} (5 different values)
                        bleed (x1)
                        fire (x1)
                        paralyzed (x1)
                        poison (x1)
                        sleep (x1)
            [speed] : object {2-19.system.attributes.speed}
                otherSpeeds : array<object> {2-19.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=2
                    Value type: object {2-19.system.attributes.speed.otherSpeeds.[]}
                        type : string {2-19.system.attributes.speed.otherSpeeds.[].type} (2 different values)
                            fly (x1)
                            swim (x1)
                        value : integer {2-19.system.attributes.speed.otherSpeeds.[].value} (2 different values)
                            15 (x1)
                            20 (x1)
                value : integer {2-19.system.attributes.speed.value} (same value: 20)
                details : string {2-19.system.attributes.speed.details} (same value: magma swim)
            [emitsSound] : string {2-19.system.attributes.emitsSound} (same value: encounter)
            [hasHealth] : boolean {2-19.system.attributes.hasHealth} (same value: True)
            [stealth] : object {2-19.system.attributes.stealth}
                details : string {2-19.system.attributes.stealth.details} (2 different values)
                    <p>(trained)</p> (x2)
                    <p>(expert)</p> (x2)
                value : integer {2-19.system.attributes.stealth.value} (3 different values)
                    9 (x1)
                    12 (x2)
                    8 (x1)
            weaknesses : array<object> {2-19.system.attributes.weaknesses}
                Length: min=1 max=1
                Value type: object {2-19.system.attributes.weaknesses.[]}
                    type : string {2-19.system.attributes.weaknesses.[].type} (same value: cold)
                    value : integer {2-19.system.attributes.weaknesses.[].value} (same value: 3)
        details : object {2-19.system.details}
            [blurb] : string {2-19.system.details.blurb} (same value: )
            [languages] : object {2-19.system.details.languages}
                details : string {2-19.system.details.languages.details} (same value: )
                value : array<string> {2-19.system.details.languages.value}
                    Length: min=0 max=3
                    Value type: string {2-19.system.details.languages.value.[]} (5 different values)
                        common (x1)
                        dwarven (x1)
                        sakvroth (x1)
                        petran (x1)
                        pyric (x1)
            level : object {2-19.system.details.level}
                value : integer {2-19.system.details.level.value} (4 different values)
                    3 (x2)
                    1 (x3)
                    2 (x3)
                    4 (x1)
            [privateNotes] : string {2-19.system.details.privateNotes} (same value: )
            [publicNotes] : string {2-19.system.details.publicNotes} (same value: )
            publication : object {2-19.system.details.publication}
                license : string {2-19.system.details.publication.license} (same value: OGL)
                remaster : boolean {2-19.system.details.publication.remaster} (same value: False)
                title : string {2-19.system.details.publication.title} (same value: Pathfinder Society Scenario #2-19: Enter the Pallid Peak)
            [description] : string {2-19.system.details.description} (2 different values)
                <p>The equilibrium of the brown mold and lava river is disturbed, creating bubbles of molten stone that burst and spew burning debris.</p> (x2)
                <p>The room shakes violently, as it did during the Rending, and the spirits of dozens of dwarves make a mad dash for safety, their terror palpable.</p> (x2)
            [disable] : string {2-19.system.details.disable} (3 different values)
                <p>@Check[nature|dc:14|name:Clear mold] or @Check[survival|dc:14|name:Clear mold] or @Check[thievery|dc:17|name:Clear mold] to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold.</p> (x1)
                <p>@Check[nature|dc:17|name:Clear mold] or @Check[survival|dc:17|name:Clear mold] or @Check[thievery|dc:20|name:Clear mold] to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold.</p> (x1)
                <p>@Check[diplomacy|dc:18|name:Calm the Spirits|traits:unique,complex,haunt], @Check[intimidation|dc:18|name:Calm the Spirits|traits:unique,complex,haunt], or @Check[religion|dc:18|name:Calm the Spirits|traits:unique,complex,haunt] to calm the panicked spirits, or @Check[athletics|dc:20|name:Wrestle Spirits into Order|traits:unique,complex,haunt] to wrestle them into a semblance of order. Two successful checks are required to deactivate the haunt, and each attempt requires two actions.</p> (x2)
            [isComplex] : boolean {2-19.system.details.isComplex} (same value: True)
            [reset] : string {2-19.system.details.reset} (2 different values)
                <p>If not completely destroyed, the mold spreads to one additional square within 10 feet of lava each day until it fully regenerates and regains its state of equilibrium. If every square is cleaned of mold, the hazard is destroyed.</p> (x2)
                <p>Unless deactivated, the haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter. If deactivated, the haunt resets after 24 hours.</p> (x2)
            [routine] : string {2-19.system.details.routine} (3 different values)
                <p>(1 action) On the its initiative, the churning lava targets a random creature in the area with a ranged spatter attack as a magma bubble bursts.</p> (x2)
                <p>(1 action) Phantom dwarves trample toward the exit, dealing @Damage[(1d10+4)[bludgeoning]] damage to each living creature in the area (@Check[reflex|dc:20|basic|name:Trampled by Spirits|traits:complex,haunt,unique] save). On a critical failure, a creature is also knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p>
            <p>A creature that attempts to Stand after being inside the haunt's area must succeed at a @Check[flat|dc:11] check or else get knocked back down by the trampling spirits.</p> (x1)
                <p>(1 action) Phantom dwarves trample toward the exit, dealing @Damage[(2d8+5)[bludgeoning]] damage to each living creature in the area (@Check[reflex|dc:23|basic|name:Trampled by Spirits|traits:complex,haunt,unique] save). On a critical failure, a creature is also knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p>
            <p>A creature that attempts to Stand after being inside the haunt's area must succeed at a @Check[flat|dc:11] check or else get knocked back down by the trampling spirits.</p> (x1)
        [initiative] : object {2-19.system.initiative}
            statistic : string {2-19.system.initiative.statistic} (same value: perception)
        [perception] : object {2-19.system.perception}
            details : string {2-19.system.perception.details} (same value: )
            mod : integer {2-19.system.perception.mod} (5 different values)
                9 (x1)
                5 (x1)
                8 (x1)
                6 (x1)
                3 (x1)
            senses : array<object> {2-19.system.perception.senses}
                Length: min=1 max=2
                Value type: object {2-19.system.perception.senses.[]}
                    type : string {2-19.system.perception.senses.[].type} (2 different values)
                        darkvision (x5)
                        tremorsense (x1)
                    acuity : string {2-19.system.perception.senses.[].acuity} (same value: imprecise)
                    range : integer {2-19.system.perception.senses.[].range} (same value: 30)
        [resources] : object {2-19.system.resources}
            focus : object {2-19.system.resources.focus}
                max : integer {2-19.system.resources.focus.max} (same value: 1)
                value : integer {2-19.system.resources.focus.value} (same value: 1)
        saves : object {2-19.system.saves}
            fortitude : object {2-19.system.saves.fortitude}
                saveDetail : string {2-19.system.saves.fortitude.saveDetail} (same value: )
                value : integer {2-19.system.saves.fortitude.value} (5 different values)
                    12 (x1)
                    9 (x1)
                    0 (x4)
                    10 (x2)
                    8 (x1)
            reflex : object {2-19.system.saves.reflex}
                saveDetail : string {2-19.system.saves.reflex.saveDetail} (same value: )
                value : integer {2-19.system.saves.reflex.value} (6 different values)
                    5 (x1)
                    2 (x1)
                    0 (x4)
                    8 (x1)
                    3 (x1)
                    4 (x1)
            will : object {2-19.system.saves.will}
                saveDetail : string {2-19.system.saves.will.saveDetail} (same value: )
                value : integer {2-19.system.saves.will.value} (5 different values)
                    5 (x1)
                    3 (x2)
                    0 (x4)
                    6 (x1)
                    4 (x1)
        [skills] : object {2-19.system.skills}
            athletics : object {2-19.system.skills.athletics}
                base : integer {2-19.system.skills.athletics.base} (4 different values)
                    11 (x1)
                    8 (x2)
                    9 (x1)
                    5 (x1)
            [intimidation] : object {2-19.system.skills.intimidation}
                base : integer {2-19.system.skills.intimidation.base} (same value: 7)
            [stealth] : object {2-19.system.skills.stealth}
                base : integer {2-19.system.skills.stealth.base} (2 different values)
                    8 (x1)
                    2 (x1)
            [survival] : object {2-19.system.skills.survival}
                base : integer {2-19.system.skills.survival.base} (same value: 7)
        traits : object {2-19.system.traits}
            rarity : string {2-19.system.traits.rarity} (3 different values)
                uncommon (x6)
                unique (x2)
                rare (x1)
            size : object {2-19.system.traits.size}
                value : string {2-19.system.traits.size.value} (2 different values)
                    med (x8)
                    sm (x1)
            value : array<string> {2-19.system.traits.value}
                Length: min=1 max=5
                Value type: string {2-19.system.traits.value.[]} (12 different values)
                    construct (x3)
                    mindless (x3)
                    environmental (x2)
                    fire (x3)
                    duergar (x1)
                    dwarf (x1)
                    evil (x1)
                    humanoid (x1)
                    lawful (x1)
                    haunt (x2)
                    earth (x1)
                    elemental (x1)
        [creatureType] : string {2-19.system.creatureType} (same value: )
        [statusEffects] : array<> {2-19.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
    type : string {2-19.type} (2 different values)
        npc (x5)
        hazard (x4)
    [prototypeToken] : object {2-19.prototypeToken}
        name : string {2-19.prototypeToken.name} (3 different values)
            Churning Lava (x2)
            Relive the Rending (x2)
            Earth Mephit (x1)