quest-for-the-frozen-flame-bestiary
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                    [OuwBHA8DlMQWkLyW] : object
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                    [YeNgAOYonIQ2c74D] : object
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                            spirit (x1)
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                            2d10+11 (x1)
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                            void (x1)
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                            3d8+8 (x1)
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                            3d12 + 6 (x1)
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                            2d4+3 (x1)
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                        melee (x108)
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                        False (x15)
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                        prepared (x4)
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                        0 (x23)
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                                    YYSSYiFUqnJ5QnnX (x2)
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                                    YYSSYiFUqnJ5QnnX (x1)
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                        20 (x3)
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                        arcane (x5)
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                        20 (x11)
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                        15 (x4)
                        5 (x1)
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                        5280 (x1)
                        120 (x1)
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                        20-foot burst adjacent to a flat surface (x1)
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                         (x198)
                        black onyx, see Table 7-1 (x1)
                        1,000 gp worth of precious stones ground to dust (x1)
                        rare herbs worth a total value of the target's level (minimum 1) × 25 gp (x1)
                [counteraction] : Boolean (different values: 2)
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                            True (x9)
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                         (x2)
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                        6d8+20 (x1)
                        3d8+10 (x1)
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                        healing (x2)
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                        vitality (x2)
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                            False (x1)
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                                damage (x1)
                        materials : array<>
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                            cold (x1)
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                            False (x2)
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                            4d6 (x2)
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                                damage (x2)
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                            fortitude-dc (x1)
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                        False (x187)
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                        String (different values: 15)
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                             (x85)
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                            until the start of your next turn (x8)
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                            see text (x4)
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                            1 day (x3)
                            until the next time you make your daily preparations (x9)
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                            1 year (x1)
                            until your next daily preparations (x1)
                        Integer (different values: 1)
                            0 (x5)
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                        2 (x40)
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                        value : String (different values: 10)
                            120 feet (x34)
                            60 feet (x13)
                            500 feet (x6)
                            30 feet (x51)
                             (x55)
                            0 feet (x2)
                            touch (x30)
                            10 feet (x3)
                            100 feet (x3)
                            varies (x4)
                    Integer (different values: 5)
                        120 (x2)
                        50 (x1)
                        30 (x2)
                        20 (x4)
                        180 (x1)
                [requirements] : String (different values: 4)
                     (x197)
                    You can bleed (x1)
                    You're wielding a melee weapon in two hands (x1)
                    3 gp silver bell focus (x2)
                [target] : object
                    value : String (different values: 43)
                [time] : object
                    value : String (different values: 11)
                        3 (x13)
                        2 (x134)
                        1 (x16)
                        1 to 3 (x4)
                        1 minute (x13)
                        reaction (x7)
                        2 or 3 (x2)
                        1 day (x2)
                        10 minutes (x7)
                        1 hour (x2)
                        4 hours (x1)
                [heightening] : object
                    damage : object
                        [0] : String (different values: 8)
                            1d6 (x7)
                            1d4 (x11)
                            2d6 (x8)
                            1d10 (x7)
                            1d8 (x7)
                            2d4 (x1)
                            1 (x1)
                            1d12 (x1)
                        [1] : String (different values: 1)
                            1 (x3)
                        [ohmjnqzezb9q8i8x] : String (different values: 1)
                            3d8 (x2)
                        [wnlxzlrxtrkk2bh3] : String (different values: 1)
                            1d8 (x1)
                        [pEPeRZBo0RPvHAd9] : String (different values: 1)
                            1d6 (x2)
                    [interval] : Integer (different values: 2)
                        2 (x8)
                        1 (x44)
                    [type] : String (different values: 1)
                        interval (x52)
                [baseItem] : String (different values: 31)
                [bonusDamage] : object
                    [value] : Integer (different values: 1)
                        0 (x34)
                [bulk] : object
                    value : mixed
                        Integer (different values: 4)
                            2 (x14)
                            1 (x27)
                            0 (x11)
                            4 (x3)
                        Float (different values: 1)
                            0,1 (x35)
                [containerId] : mixed
                [equipped] : object
                    carryType : String (different values: 2)
                        worn (x75)
                        held (x15)
                    [handsHeld] : Integer (different values: 2)
                        0 (x51)
                        1 (x15)
                    [invested] : Boolean (different values: 1)
                        False (x1)
                    [inSlot] : Boolean (different values: 2)
                        True (x10)
                        False (x10)
                [group] : String (different values: 16)
                    crossbow (x2)
                    sword (x6)
                    pick (x1)
                    club (x4)
                    sling (x1)
                    spear (x5)
                    leather (x8)
                    shield (x1)
                    axe (x7)
                    dart (x2)
                    bomb (x4)
                    chain (x2)
                    hammer (x1)
                    plate (x5)
                    composite (x1)
                    bow (x1)
                [hardness] : Integer (different values: 4)
                    0 (x84)
                    3 (x4)
                    5 (x1)
                    10 (x1)
                [hp] : object
                    max : Integer (different values: 5)
                        0 (x85)
                        12 (x2)
                        6 (x1)
                        20 (x1)
                        80 (x1)
                    value : Integer (different values: 5)
                        0 (x84)
                        12 (x2)
                        6 (x1)
                        20 (x2)
                        80 (x1)
                [material] : object
                    [grade] : String (different values: 1)
                        low (x1)
                    [type] : String (different values: 1)
                        cold-iron (x1)
                [price] : object
                    value : object
                        [gp] : Integer (different values: 20)
                            4 (x4)
                            2 (x10)
                            1 (x10)
                            30 (x3)
                            15 (x1)
                            25 (x2)
                            3 (x3)
                            5 (x3)
                            55 (x1)
                            10 (x4)
                            360 (x2)
                            230 (x2)
                            8 (x4)
                            100 (x2)
                            250 (x1)
                            900 (x1)
                            2000 (x1)
                            180 (x1)
                            400 (x1)
                            50 (x1)
                        [sp] : Integer (different values: 5)
                            1 (x12)
                            4 (x4)
                            2 (x3)
                            5 (x2)
                            9 (x2)
                        [cp] : Integer (different values: 1)
                            1 (x3)
                    [per] : Integer (different values: 1)
                        10 (x4)
                [quantity] : Integer (different values: 6)
                    1 (x72)
                    20 (x3)
                    2 (x5)
                    3 (x8)
                    4 (x1)
                    30 (x1)
                [reload] : object
                    value : String (different values: 5)
                        2 (x1)
                         (x15)
                        - (x16)
                        1 (x2)
                        0 (x1)
                [runes] : object
                    [potency] : Integer (different values: 3)
                        0 (x38)
                        1 (x10)
                        2 (x5)
                    [property] : array<String>
                        Length: min=0 max=1
                        Value type:
                            String (different values: 2)
                            fireResistant (x1)
                            grievous (x1)
                    [striking] : Integer (different values: 3)
                        0 (x27)
                        1 (x6)
                        2 (x2)
                    [resilient] : Integer (different values: 2)
                        0 (x17)
                        1 (x1)
                    [reinforcing] : Integer (different values: 1)
                        0 (x6)
                [size] : String (different values: 2)
                    med (x76)
                    lg (x14)
                [splashDamage] : object
                    value : Integer (different values: 3)
                        0 (x31)
                        1 (x1)
                        2 (x3)
                [usage] : object
                    value : String (different values: 3)
                        held-in-two-hands (x4)
                        held-in-one-hand (x57)
                        affixed-to-armor (x2)
                [stackGroup] : String (different values: 4)
                    bolts (x2)
                    slingBullets (x1)
                    gems (x1)
                    arrows (x1)
                [uses] : object
                    autoDestroy : Boolean (different values: 2)
                        True (x13)
                        False (x2)
                    max : Integer (different values: 1)
                        1 (x15)
                    value : Integer (different values: 1)
                        1 (x15)
                [spell] : object
                    _id : String (different values: 4)
                        sxQZ6yqTn0czJxVd (x1)
                        gKKqvLohtrSJj3BM (x1)
                        rfZpqmj0AIIdkVIs (x1)
                        4GE2ZdODgIQtg51c (x1)
                    flags : object
                        core : object
                            sourceId : String (different values: 4)
                                Compendium.pf2e.spells-srd.Item.sxQZ6yqTn0czJxVd (x1)
                                Compendium.pf2e.spells-srd.Item.gKKqvLohtrSJj3BM (x1)
                                Compendium.pf2e.spells-srd.Item.rfZpqmj0AIIdkVIs (x1)
                                Compendium.pf2e.spells-srd.Item.4GE2ZdODgIQtg51c (x1)
                    img : String (different values: 4)
                        icons/magic/fire/projectile-fireball-orange-yellow.webp (x1)
                        systems/pf2e/icons/spells/magic-missile.webp (x1)
                        icons/magic/life/cross-worn-green.webp (x1)
                        systems/pf2e/icons/spells/darkness.webp (x1)
                    name : String (different values: 4)
                        Fireball (x1)
                        Magic Missile (x1)
                        Heal (x1)
                        Darkness (x1)
                    sort : Integer (different values: 1)
                        0 (x4)
                    system : object
                        [area] : object
                            type : String (different values: 1)
                                burst (x2)
                            value : Integer (different values: 1)
                                20 (x2)
                        cost : object
                            value : String (different values: 1)
                                 (x4)
                        counteraction : Boolean (different values: 1)
                            False (x4)
                        damage : object
                            [0] : object
                                [applyMod] : Boolean (different values: 1)
                                    False (x2)
                                [category] : mixed
                                formula : String (different values: 3)
                                    6d6 (x1)
                                    1d4+1 (x1)
                                    1d8 (x1)
                                kinds : array<String>
                                    Length: min=1 max=2
                                    Value type:
                                        String (different values: 2)
                                        damage (x3)
                                        healing (x1)
                                materials : array<>
                                    Length: min=0 max=0
                                    Value type:
                                        mixed
                                type : String (different values: 3)
                                    fire (x1)
                                    force (x1)
                                    vitality (x1)
                        [defense] : object
                            save : object
                                basic : Boolean (different values: 1)
                                    True (x1)
                                statistic : String (different values: 1)
                                    reflex (x1)
                        description : object
                            value : String (different values: 4)
                                <p>A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.</p>
                            <hr />
                            <p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p> (x1)
                                <p>You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.</p>
                            <hr />
                            <p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p> (x1)
                                <p>You channel vitality energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.</p>
                            <p><span class="action-glyph">1</span> (somatic) The spell has a range of touch.</p>
                            <p><span class="action-glyph">2</span> (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.</p>
                            <p><span class="action-glyph">3</span> (material, somatic, verbal) You disperse vitality energy in a 30-foot emanation. This targets all living and undead creatures in the burst.</p>
                            <hr />
                            <p><strong>Heightened (+1)</strong> The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.</p> (x1)
                                <p>You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.</p>
                            <hr />
                            <p><strong>Heightened (4th)</strong> Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as @UUID[Compendium.pf2e.conditionitems.Item.Concealed].</p> (x1)
                        duration : object
                            sustained : Boolean (different values: 1)
                                False (x4)
                            value : String (different values: 2)
                                 (x3)
                                1 minute (x1)
                        [heightening] : object
                            damage : object
                                0 : String (different values: 2)
                                    2d6 (x1)
                                    1d8 (x1)
                            interval : Integer (different values: 1)
                                1 (x2)
                            type : String (different values: 1)
                                interval (x2)
                        level : object
                            value : Integer (different values: 3)
                                3 (x1)
                                1 (x2)
                                2 (x1)
                        location : object
                            heightenedLevel : Integer (different values: 3)
                                3 (x1)
                                1 (x2)
                                2 (x1)
                            value : String (different values: 1)
                                 (x4)
                        publication : object
                            license : String (different values: 1)
                                OGL (x4)
                            remaster : Boolean (different values: 1)
                                False (x4)
                            title : String (different values: 1)
                                Pathfinder Core Rulebook (x4)
                        range : object
                            value : String (different values: 3)
                                500 feet (x1)
                                120 feet (x2)
                                varies (x1)
                        requirements : String (different values: 1)
                             (x4)
                        rules : ###FoundryRulesObject###
                        slug : String (different values: 4)
                            fireball (x1)
                            magic-missile (x1)
                            heal (x1)
                            darkness (x1)
                        target : object
                            value : String (different values: 3)
                                 (x2)
                                1 creature (x1)
                                1 willing living creature or 1 undead (x1)
                        time : object
                            value : String (different values: 3)
                                2 (x1)
                                1 to 3 (x2)
                                3 (x1)
                        traits : object
                            rarity : String (different values: 1)
                                common (x4)
                            traditions : array<String>
                                Length: min=2 max=4
                                Value type:
                                    String (different values: 4)
                                    arcane (x3)
                                    primal (x3)
                                    occult (x2)
                                    divine (x2)
                            value : array<String>
                                Length: min=3 max=3
                                Value type:
                                    String (different values: 7)
                                    concentrate (x3)
                                    fire (x1)
                                    manipulate (x4)
                                    force (x1)
                                    healing (x1)
                                    vitality (x1)
                                    darkness (x1)
                    type : String (different values: 1)
                        spell (x4)
                [frequency] : object
                    max : Integer (different values: 2)
                        2 (x1)
                        1 (x6)
                    per : String (different values: 2)
                        day (x1)
                        round (x6)
                    value : Integer (different values: 2)
                        2 (x1)
                        1 (x6)
                [acBonus] : Integer (different values: 5)
                    1 (x5)
                    2 (x8)
                    3 (x6)
                    4 (x4)
                    6 (x1)
                [checkPenalty] : Integer (different values: 4)
                    0 (x2)
                    -1 (x5)
                    -2 (x10)
                    -3 (x1)
                [dexCap] : Integer (different values: 5)
                    3 (x5)
                    4 (x2)
                    2 (x6)
                    1 (x4)
                    0 (x1)
                [speedPenalty] : Integer (different values: 3)
                    0 (x12)
                    -5 (x11)
                    -10 (x1)
                [strength] : Integer (different values: 5)
                    0 (x4)
                    2 (x6)
                    1 (x3)
                    3 (x4)
                    4 (x1)
                [deathNote] : Boolean (different values: 1)
                    True (x3)
                [showSlotlessLevels] : object
                    value : Boolean (different values: 1)
                        False (x17)
                [ritual] : object
                    primary : object
                        check : String (different values: 4)
                            Arcana (expert), Occultism (expert), or Religion (expert) (x1)
                            Religion (expert; you must be a demon) (x1)
                            Nature (master) (x1)
                            Nature (expert) (x1)
                    secondary : object
                        casters : Integer (different values: 4)
                            1 (x1)
                            0 (x1)
                            5 (x1)
                            2 (x1)
                        checks : String (different values: 4)
                            Religion (x1)
                             (x1)
                            Performance, Religion, Society, Mammoth Lord Lore or a similar Lore skill, Survival (x1)
                            Occultism,  Religion (x1)
                [overlays] : object
                    [rgpytku9yox1yddh] : object
                        _id : String (different values: 1)
                            rgpytku9yox1yddh (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            2 (x1)
                        system : object
                            time : object
                                value : String (different values: 1)
                                    3 (x1)
                            traits : object
                                value : array<String>
                                    Length: min=2 max=2
                                    Value type:
                                        String (different values: 2)
                                        concentrate (x1)
                                        manipulate (x1)
                    [wbmv0dtfurrhoq5m] : object
                        _id : String (different values: 1)
                            wbmv0dtfurrhoq5m (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            1 (x1)
                        system : object
                            time : object
                                value : String (different values: 1)
                                    2 (x1)
                            traits : object
                                value : array<String>
                                    Length: min=2 max=2
                                    Value type:
                                        String (different values: 2)
                                        concentrate (x1)
                                        manipulate (x1)
                    [4gyp3qlsv5ywdyjq] : object
                        _id : String (different values: 1)
                            4gyp3qlsv5ywdyjq (x1)
                        name : String (different values: 1)
                            Harm (vs. Undead) (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            3 (x1)
                        system : object
                            damage : object
                                0 : object
                                    formula : String (different values: 1)
                                        1d8+8 (x1)
                                    kinds : array<String>
                                        Length: min=1 max=1
                                        Value type:
                                            String (different values: 1)
                                            healing (x1)
                            [defense] : mixed
                            heightening : object
                                damage : object
                                    0 : String (different values: 1)
                                        1d8+8 (x1)
                            range : object
                                value : String (different values: 1)
                                    30 feet (x1)
                            target : object
                                value : String (different values: 1)
                                    1 willing undead creature (x1)
                            time : object
                                value : String (different values: 1)
                                    2 (x1)
                            traits : object
                                value : array<String>
                                    Length: min=3 max=3
                                    Value type:
                                        String (different values: 3)
                                        concentrate (x1)
                                        manipulate (x1)
                                        void (x1)
                    [pq7cxntbz4s8g5ik] : object
                        _id : String (different values: 1)
                            pq7cxntbz4s8g5ik (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            1 (x1)
                        system : object
                            range : object
                                value : String (different values: 1)
                                    touch (x1)
                            time : object
                                value : String (different values: 1)
                                    1 (x1)
                    [rvhoa43rqqqp8izn] : object
                        _id : String (different values: 1)
                            rvhoa43rqqqp8izn (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            4 (x1)
                        system : object
                            area : object
                                type : String (different values: 1)
                                    emanation (x1)
                                value : Integer (different values: 1)
                                    30 (x1)
                            range : object
                                value : String (different values: 1)
                                     (x1)
                            target : object
                                value : String (different values: 1)
                                    all living and undead creatures (x1)
                            time : object
                                value : String (different values: 1)
                                    3 (x1)
                            traits : object
                                value : array<String>
                                    Length: min=3 max=3
                                    Value type:
                                        String (different values: 3)
                                        concentrate (x1)
                                        manipulate (x1)
                                        void (x1)
                    [z04svm1cvfcxtplb] : object
                        _id : String (different values: 1)
                            z04svm1cvfcxtplb (x1)
                        name : String (different values: 1)
                            Harm (vs. Living) (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            2 (x1)
                        system : object
                            damage : object
                                0 : object
                                    kinds : array<String>
                                        Length: min=1 max=1
                                        Value type:
                                            String (different values: 1)
                                            damage (x1)
                            range : object
                                value : String (different values: 1)
                                    30 feet (x1)
                            target : object
                                value : String (different values: 1)
                                    1 living creature (x1)
                            time : object
                                value : String (different values: 1)
                                    2 (x1)
                            traits : object
                                value : array<String>
                                    Length: min=3 max=3
                                    Value type:
                                        String (different values: 3)
                                        concentrate (x1)
                                        manipulate (x1)
                                        void (x1)
                    [2I469pfbYcmFvzOA] : object
                        _id : String (different values: 1)
                            2I469pfbYcmFvzOA (x2)
                        name : String (different values: 1)
                            Telekinetic Projectile (Bludgeoning) (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            1 (x2)
                        system : object
                            damage : object
                                0 : object
                                    [category] : mixed
                                    type : String (different values: 1)
                                        bludgeoning (x2)
                    [cUFX7ExSLeoa3vIF] : object
                        _id : String (different values: 1)
                            cUFX7ExSLeoa3vIF (x2)
                        name : String (different values: 1)
                            Telekinetic Projectile (Piercing) (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            2 (x2)
                        system : object
                            damage : object
                                0 : object
                                    [category] : mixed
                                    type : String (different values: 1)
                                        piercing (x2)
                    [zFWsMjoeCnLxqJaV] : object
                        _id : String (different values: 1)
                            zFWsMjoeCnLxqJaV (x2)
                        name : String (different values: 1)
                            Telekinetic Projectile (Slashing) (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            3 (x2)
                        system : object
                            damage : object
                                0 : object
                                    [category] : mixed
                                    type : String (different values: 1)
                                        slashing (x2)
                    [37gy7l19tik74o4s] : object
                        _id : String (different values: 1)
                            37gy7l19tik74o4s (x2)
                        name : String (different values: 1)
                            Heal (vs. Living) (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            2 (x2)
                        system : object
                            damage : object
                                0 : object
                                    formula : String (different values: 1)
                                        1d8+8 (x2)
                                    kinds : array<String>
                                        Length: min=1 max=1
                                        Value type:
                                            String (different values: 1)
                                            healing (x2)
                            [defense] : mixed
                            heightening : object
                                damage : object
                                    0 : String (different values: 1)
                                        1d8+8 (x2)
                            range : object
                                value : String (different values: 1)
                                    30 feet (x2)
                            time : object
                                value : String (different values: 1)
                                    2 (x2)
                            traits : object
                                value : array<String>
                                    Length: min=4 max=4
                                    Value type:
                                        String (different values: 4)
                                        concentrate (x2)
                                        healing (x2)
                                        manipulate (x2)
                                        vitality (x2)
                    [7qdtetowq348s9oc] : object
                        _id : String (different values: 1)
                            7qdtetowq348s9oc (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            1 (x2)
                        system : object
                            range : object
                                value : String (different values: 1)
                                    touch (x2)
                            time : object
                                value : String (different values: 1)
                                    1 (x2)
                    [7vbvdrv2cl87sqta] : object
                        _id : String (different values: 1)
                            7vbvdrv2cl87sqta (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            4 (x2)
                        system : object
                            area : object
                                type : String (different values: 1)
                                    emanation (x2)
                                value : Integer (different values: 1)
                                    30 (x2)
                            range : object
                                value : String (different values: 1)
                                     (x2)
                            target : object
                                value : String (different values: 1)
                                    all living and undead creatures (x2)
                            time : object
                                value : String (different values: 1)
                                    3 (x2)
                            traits : object
                                value : array<String>
                                    Length: min=4 max=4
                                    Value type:
                                        String (different values: 4)
                                        concentrate (x2)
                                        healing (x2)
                                        manipulate (x2)
                                        vitality (x2)
                    [lfxcoz2d3f8j2zq1] : object
                        _id : String (different values: 1)
                            lfxcoz2d3f8j2zq1 (x2)
                        name : String (different values: 1)
                            Heal (vs. Undead) (x2)
                        overlayType : String (different values: 1)
                            override (x2)
                        sort : Integer (different values: 1)
                            3 (x2)
                        system : object
                            damage : object
                                0 : object
                                    kinds : array<String>
                                        Length: min=1 max=1
                                        Value type:
                                            String (different values: 1)
                                            damage (x2)
                            range : object
                                value : String (different values: 1)
                                    30 feet (x2)
                            target : object
                                value : String (different values: 1)
                                    1 undead (x2)
                            time : object
                                value : String (different values: 1)
                                    2 (x2)
                            traits : object
                                value : array<String>
                                    Length: min=4 max=4
                                    Value type:
                                        String (different values: 4)
                                        concentrate (x2)
                                        healing (x2)
                                        manipulate (x2)
                                        vitality (x2)
                    [a33QUFoKgoOprovO] : object
                        name : String (different values: 1)
                            Lay on Hands (Vs. Undead) (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            2 (x1)
                        system : object
                            damage : object
                                37YW4ZGhxx7Y2mdI : object
                                    applyMod : Boolean (different values: 1)
                                        False (x1)
                                    [category] : mixed
                                    formula : String (different values: 1)
                                        1d6 (x1)
                                    kinds : array<String>
                                        Length: min=1 max=1
                                        Value type:
                                            String (different values: 1)
                                            damage (x1)
                                    materials : array<>
                                        Length: min=0 max=0
                                        Value type:
                                            mixed
                                    type : String (different values: 1)
                                        vitality (x1)
                            defense : object
                                save : object
                                    basic : Boolean (different values: 1)
                                        True (x1)
                                    statistic : String (different values: 1)
                                        fortitude (x1)
                            heightening : object
                                damage : object
                                    37YW4ZGhxx7Y2mdI : String (different values: 1)
                                        1d6 (x1)
                                interval : Integer (different values: 1)
                                    1 (x1)
                                type : String (different values: 1)
                                    interval (x1)
                    [uLuOg62dVyxvbW66] : object
                        name : String (different values: 1)
                            Lay on Hands (Healing) (x1)
                        overlayType : String (different values: 1)
                            override (x1)
                        sort : Integer (different values: 1)
                            1 (x1)
                        system : object
                            damage : object
                                b39tbePoPlJSzLku : object
                                    applyMod : Boolean (different values: 1)
                                        False (x1)
                                    [category] : mixed
                                    formula : String (different values: 1)
                                        6 (x1)
                                    kinds : array<String>
                                        Length: min=1 max=1
                                        Value type:
                                            String (different values: 1)
                                            healing (x1)
                                    materials : array<>
                                        Length: min=0 max=0
                                        Value type:
                                            mixed
                                    type : String (different values: 1)
                                        vitality (x1)
                            heightening : object
                                damage : object
                                    b39tbePoPlJSzLku : String (different values: 1)
                                        6 (x1)
                                interval : Integer (different values: 1)
                                    1 (x1)
                                type : String (different values: 1)
                                    interval (x1)
                [mod] : object
                    value : Integer (different values: 7)
                        12 (x1)
                        21 (x1)
                        25 (x1)
                        16 (x1)
                        19 (x1)
                        27 (x1)
                        15 (x1)
                [proficient] : object
                    value : Integer (different values: 1)
                        0 (x7)
                [overrides] : array<>
                    Length: min=0 max=0
                    Value type:
                        mixed
                [references] : object
                    children : array<>
                        Length: min=0 max=0
                        Value type:
                            mixed
                    immunityFrom : array<>
                        Length: min=0 max=0
                        Value type:
                            mixed
                    overriddenBy : array<>
                        Length: min=0 max=0
                        Value type:
                            mixed
                    overrides : array<>
                        Length: min=0 max=0
                        Value type:
                            mixed
                [value] : object
                    isValued : Boolean (different values: 1)
                        True (x5)
                    value : Integer (different values: 1)
                        1 (x5)
                [specific] : object
                    [integrated] : mixed
                    material : object
                        [grade] : mixed
                        [type] : mixed
                    runes : object
                        reinforcing : Integer (different values: 1)
                            0 (x1)
            type : String (different values: 12)
                action (x316)
                melee (x132)
                spellcastingEntry (x28)
                spell (x201)
                weapon (x35)
                equipment (x13)
                consumable (x15)
                armor (x18)
                shield (x6)
                treasure (x3)
                lore (x7)
                condition (x5)
            [_stats] : object
                compendiumSource : String (different values: 213)
            [flags] : object
                pf2e : object
                    linkedWeapon : String (different values: 34)
    name : String (all different values)
    system : object
        attributes : object
            ac : object
                value : Integer (different values: 22)
                [details] : String (different values: 8)
                    (14 when broken); construct armor (x1)
                     (x61)
                    (17 with shield raised) (x1)
                    (21 with shield raised) (x1)
                    23 with shield raised (x1)
                    (22 with shield raised) (x1)
                    (30 with shield raised, 32 behind cover) (x1)
                    (32 with shield raised) (x1)
            [hardness] : mixed
                Integer (different values: 4)
                    0 (x14)
                    8 (x2)
                    10 (x1)
                    12 (x2)
                object
                    value : Integer (different values: 1)
                        4 (x1)
            [hasHealth] : Boolean (different values: 2)
                True (x10)
                False (x9)
            hp : object
                details : String (different values: 4)
                     (x72)
                    void healing (x13)
                    void healing, rejuvenation (x1)
                    per tree (x1)
                max : Integer (different values: 46)
                temp : Integer (different values: 1)
                    0 (x87)
                value : Integer (different values: 46)
            [stealth] : object
                details : String (different values: 10)
                    <p>(trained)</p> (x3)
                    <p>(expert)</p> (x1)
                    <p>(trained) to determine the trees can move</p> (x1)
                    (trained) (x4)
                    (expert) (x4)
                     (x1)
                    (trained) to notice the bowl is the center point for a magical trap (x1)
                    <p>(expert) or @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic]</p> (x1)
                    (master) (x2)
                    (expert) to hear hissing gas (x1)
                value : Integer (different values: 13)
                    12 (x3)
                    16 (x2)
                    11 (x2)
                    2 (x1)
                    13 (x2)
                    -10 (x1)
                    15 (x2)
                    10 (x1)
                    32 (x1)
                    18 (x1)
                    23 (x1)
                    28 (x1)
                    20 (x1)
            [allSaves] : object
                value : String (different values: 5)
                     (x64)
                    +2 status to all saves vs. disease and poison (x1)
                    +2 circumstance to all saves vs. disease (x1)
                    +1 status to all saves vs. magic (x1)
                    +1 vs. disease (x1)
            [immunities] : array<object>
                Length: min=0 max=8
                Value type:
                    object
                    type : String (different values: 17)
                        death-effects (x14)
                        disease (x14)
                        paralyzed (x16)
                        poison (x15)
                        unconscious (x14)
                        critical-hits (x10)
                        precision (x13)
                        cold (x8)
                        visual (x4)
                        blinded (x1)
                        light (x1)
                        emotion (x1)
                        swarm-mind (x1)
                        prone (x1)
                        sleep (x3)
                        petrified (x1)
                        fear-effects (x1)
            [speed] : object
                otherSpeeds : array<object>
                    Length: min=0 max=2
                    Value type:
                        object
                        type : String (different values: 4)
                            fly (x8)
                            swim (x7)
                            climb (x9)
                            burrow (x1)
                        value : Integer (different values: 8)
                            15 (x4)
                            25 (x4)
                            20 (x3)
                            50 (x1)
                            30 (x6)
                            10 (x5)
                            120 (x1)
                            60 (x1)
                value : Integer (different values: 10)
                    0 (x2)
                    25 (x34)
                    20 (x6)
                    30 (x12)
                    10 (x1)
                    35 (x4)
                    15 (x3)
                    40 (x3)
                    50 (x2)
                    45 (x1)
                [details] : String (different values: 5)
                    splayed toes (x2)
                    slushy undulation (x1)
                    ice climb 30 feet (x1)
                    Ice climb 30 (x1)
                    ice stride (x1)
                [special] : String (different values: 1)
                     (x38)
            [resistances] : array<object>
                Length: min=1 max=5
                Value type:
                    object
                    type : String (different values: 10)
                        fire (x5)
                        electricity (x2)
                        sonic (x1)
                        all-damage (x2)
                        bludgeoning (x4)
                        piercing (x5)
                        slashing (x2)
                        void (x1)
                        cold (x4)
                        physical (x2)
                    value : Integer (different values: 5)
                        3 (x2)
                        5 (x17)
                        2 (x1)
                        4 (x1)
                        10 (x7)
                    [doubleVs] : array<String>
                        Length: min=1 max=1
                        Value type:
                            String (different values: 1)
                            non-magical (x2)
                    [exceptions] : array<String>
                        Length: min=1 max=3
                        Value type:
                            String (different values: 4)
                            force (x2)
                            ghost-touch (x1)
                            vitality (x2)
                            adamantine (x2)
            [weaknesses] : array<object>
                Length: min=1 max=4
                Value type:
                    object
                    type : String (different values: 9)
                        cold-iron (x9)
                        fire (x16)
                        acid (x1)
                        axe-vulnerability (x2)
                        holy (x4)
                        area-damage (x1)
                        splash-damage (x1)
                        vitality (x6)
                        slashing (x5)
                    value : Integer (different values: 5)
                        3 (x2)
                        2 (x1)
                        5 (x20)
                        10 (x21)
                        15 (x1)
            [adjustment] : String (different values: 1)
                weak (x1)
            [shield] : object
                ac : Integer (different values: 1)
                    2 (x15)
                brokenThreshold : Integer (different values: 1)
                    0 (x15)
                hardness : Integer (different values: 1)
                    0 (x15)
                max : Integer (different values: 1)
                    0 (x15)
                value : Integer (different values: 1)
                    0 (x15)
        [creatureType] : String (different values: 1)
             (x19)
        details : object
            [description] : String (different values: 19)
                <p>An invisible magic field around the strongbox releases a spray of acid when disturbed.</p> (x1)
                <p>A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber.</p> (x1)
                <p>When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.</p> (x1)
                <p>A cave painting of a great cat roars to life and leaps off the wall to attack.</p> (x1)
                <p>A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area <strong>A21</strong>).</p> (x1)
                The tunnel collapses, filling the passage with stone. (x1)
                Unstable stalactites fall from the ceiling. (x1)
                A creature experiences the death of a priest carried off by griffons and fed to their chicks. (x1)
                The characters witness Burning Mammoths walking this mountain pass in ages long past. (x1)
                <p>A @Template[line|distance:10|width:10]{10‑foot‑by‑10‑foot} bonfire spreads to the surrounding forest on each of its turns.</p> (x1)
                The flammable oil catches flame and explodes, burning up in a ball of fire. (x1)
                The bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus. (x1)
                A load of rocks, held up by a rope pulley, is dropped on the cavern's lower level. (x1)
                Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage. (x1)
                While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames. (x1)
                <p>Invisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it.</p> (x1)
                A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an @UUID[Compendium.pf2e.conditionitems.Item.Invisible] sensor that detects creatures within a 10-foot-radius sphere. (x1)
                Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders. (x1)
                A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it. (x1)
            [disable] : String (different values: 19)
                <p>@Check[thievery|dc:22|name:Bleed Away the Magical Field|traits:acid,evocation,magical,trap,hazard] (expert) to harmlessly bleed away the magical field or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 20) to dispel it.</p> (x1)
                <p>@Check[religion|dc:23|name:Dissipate One of the Threads|traits:hazard,magical,trap,complex] (expert) or @Check[performance|dc:21|name:Dissipate One of the Threads|traits:hazard,magical,trap,complex] (trained) to dissipate one of the four threads. Characters who failed or critically failed a Performance check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their Performance checks to disable this trap.</p>
            <p>The trap is destroyed when all four threads are dissipated.</p> (x1)
                <p>@Check[thievery|dc:18|name:Cut the Trip Cord|traits:hazard,mechanical,trap] (trained) to safely cut the trip cord</p> (x1)
                <p>@Check[nature|dc:18|name:Quell the Spirit|traits:hazard,haunt] (trained) or @Check[religion|dc:18|name:Quell the Spirit|traits:hazard,haunt] (trained) to quell the spirit</p> (x1)
                <p>@Check[survival|dc:22|name:Find a Safe Location|traits:hazard,complex,environmental] (trained) to find a location the trees can't reach or @Check[religion|dc:24|name:Cast Out the Fiendish Energy|traits:hazard,complex,environmental] to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5‑foot‑square area in the grove that's safe from this hazard.</p> (x1)
                <p>@Check[survival|dc:25|name:Prop up ceiling] (trained) to prop up the tunnel ceiling without triggering a collapse</p> (x1)
                <p>@Check[survival|dc:20|name:Safely remove Stalactite|traits:hazard,environmental] (trained) to remove a stalactite without triggering a fall</p> (x1)
                <p>@Check[diplomacy|dc:22|name:Soothe the restless spirits|traits:hazard,haunt] (trained) to soothe the restless spirits, or @Check[religion|dc:24|name:Honor the deceased|traits:hazard,haunt] (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt</p> (x1)
                <p>@Check[diplomacy|dc:26|name:Convince the spirits to remain dormant|traits:hazard,haunt] (trained) to convince the spirits to remain dormant, or @Check[religion|dc:26|name:Ritually silence the spirits|traits:hazard,haunt] (trained) to ritually silence the spirits</p> (x1)
                <p>A successful @Check[athletics|dc:22|name:Smother a square|traits:hazard,complex,environmental,fire], @Check[nature|dc:22|name:Smother a square|traits:hazard,complex,environmental,fire], or @Check[survival|dc:22|name:Smother a square|traits:hazard,complex,environmental,fire] check from an adjacent square is sufficient to smother one 5‑foot‑square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5‑foot square if the amount is small (such as from a spell like create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10‑foot‑by‑10‑foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a frost vial puts out only 1 square of fire, and a ray of frost is ineffective.</p> (x1)
                <p>@Check[survival|dc:25|name:Neutralize the oil|traits:hazard,environmental,fire] (trained) or @Check[crafting|dc:23|name:Neutralize the oil|traits:hazard,environmental,fire] to neutralize the oil without setting it alight</p> (x1)
                <p>@Check[thievery|dc:22|name:Remove the bowl|traits:hazard,magical,necromancy,void,trap] (expert) to remove the bowl without triggering the magic, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level, counteract DC 20) to counteract the runes</p> (x1)
                <p>@Check[thievery|dc:25|name:Pin the pulley in place|traits:hazard,mechanical,trap] (trained) to pin the pulley in place</p> (x1)
                <p>@Check[thievery|dc:25|name:Drain the rune's power|traits:hazard,magical,necromancy,void,trap] (expert) to drain the runes' power harmlessly or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (3rd level; counteract DC 22) to counteract the rune</p> (x1)
                <p>Two @Check[athletics|dc:32] or @Check[diplomacy|dc:32] checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two @Check[arcana|dc:35], @Check[occultism|dc:35], or @Check[religion|dc:35]checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.</p> (x1)
                <p>@Check[survival|dc:28|name:Diffuse the Flames|traits:environmental,hazard] to dig around the vent in a way that diffuses the fumes</p> (x1)
                <p>@Check[thievery|dc:30|name:Erase the Rune|traits:hazard] (master) to erase the rune without triggering the sensor or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 28) to dispel the rune</p> (x1)
                <p>@Check[intimidation|dc:31|traits:haunt,hazard] (expert) to cow the archers into fleeing or @Check[religion|dc:28|name:Banish the Spirits|traits:haunt,hazard] (expert) to temporarily banish the spirits</p> (x1)
                <p>@Check[survival|dc:25|name:Reveal the Tar Pit|traits:environmental,hazard] (expert) to disturb the surface and reveal the tar pit</p> (x1)
            [isComplex] : Boolean (different values: 2)
                False (x13)
                True (x6)
            level : object
                value : Integer (different values: 15)
                    4 (x15)
                    -1 (x3)
                    3 (x6)
                    0 (x3)
                    1 (x6)
                    2 (x6)
                    5 (x10)
                    7 (x7)
                    8 (x10)
                    6 (x5)
                    9 (x5)
                    10 (x5)
                    13 (x3)
                    12 (x2)
                    11 (x1)
            publication : object
                license : String (different values: 1)
                    OGL (x87)
                remaster : Boolean (different values: 1)
                    False (x87)
                title : String (different values: 3)
                    Pathfinder #175: Broken Tusk Moon (x24)
                    Pathfinder #176: Lost Mammoth Valley (x36)
                    Pathfinder #177: Burning Tundra (x27)
            [reset] : String (different values: 9)
                 (x11)
                <p>The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.</p> (x1)
                <p>If the cave painting isn't destroyed, the haunt resets after 1 day.</p> (x1)
                <p>The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.</p> (x1)
                The haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets. (x1)
                1 hour (x1)
                The hall falls quiet for 24 hours, after which it can trigger again. (x1)
                The haunt vanishes permanently if the graveknights are destroyed. Otherwise, it returns after 1 hour. (x1)
                Though the hazard still captures anyone who touches it, the surface doesn't become hidden again until it settles, which takes 24 hours. (x1)
            [routine] : String (different values: 6)
                 (x14)
                <p>(4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing 4d6 damage (@Check[will|dc:22|basic|name:Death's Slumber Ward|traits:hazard,magical,trap,complex]) to the creature. A thread deals @Damage[4d6[void]] damage to living creatures and @Damage[4d6[vitality]] damage to undead creatures. Each thread passes through a different random creature, if possible. Each dissipated thread reduces the trap's number of actions by 1.</p> (x1)
                <p>(4 actions) The Abyss‑warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a @Check[reflex|dc:21|traits:hazard,complex,environmental] save or fall @UUID[Compendium.pf2e.conditionitems.Item.Prone]. The Abyss‑warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove.</p> (x1)
                <p>On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies (minimum 1 square). You determine the squares the fire spreads into. Any creature that ends its turn next to the flames takes @Damage[(2d8+5)[fire]] damage, or @Damage[(4d8+10)[fire]] damage if it ended its turn within the flames (@Check[reflex|dc:25|traits:hazard,complex,environmental,fire|basic] in either case). A creature can take damage from the forest fire only once per round.</p> (x1)
                <p>(3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths.</p> (x1)
                <p>(1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. 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 must hold its breath to avoid suffocation. A creature in the tar pit can attempt a @Check[athletics|dc:33] check to @UUID[Compendium.pf2e.actionspf2e.Item.Climb] to either raise itself by one step (if it's submerged to its neck or full submerged) 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. Other creatures can Aid the creature, typically by using a rope or similar aid or by attempting to pull the creature out with their own @Check[athletics|dc:33] check, with the same results as if the creature attempted the check. In addition to the usual results, a character adjacent to the tar pit who critically fails while Aiding moves into the tar pit. A creature that Climbs out of the tar pit escapes the hazard and lands @UUID[Compendium.pf2e.conditionitems.Item.Prone] in an adjacent space.</p> (x1)
            [blurb] : String (different values: 17)
                 (x51)
                Female human trophy hunter (x1)
                Male morlock strangler (x1)
                Male Kellid hunter (x2)
                Male awakened smilodon ghost (x1)
                Male human god caller (x1)
                Female human necromancer (x1)
                Male dryad husk (x1)
                Variant arboreal regent (x1)
                Male fleshwarp warrior (x1)
                Demon‑touched arboreal wardens (x1)
                Male Sarkorian god (x1)
                Female human dhampir necromancer (x1)
                Female halfling ex-crusader (x1)
                Female young white dragon (x1)
                Dragonkin monks (x1)
                Variant megaloceros (x1)
            [languages] : object
                details : String (different values: 9)
                     (x57)
                    speak with animals (x2)
                    telepathy 100 feet (idovik only) (x1)
                    speak with plants (x2)
                    can't speak any language (x1)
                    telepathy 100 feet (ashen swale only) (x1)
                    can't speak (x1)
                    speak with animals, telepathy 100 feet (x1)
                    speak with animals, speak with plants (x2)
                value : array<String>
                    Length: min=0 max=6
                    Value type:
                        String (different values: 17)
                        common (x33)
                        dwarven (x1)
                        hallit (x26)
                        necril (x7)
                        elven (x4)
                        fey (x12)
                        sakvroth (x1)
                        thalassic (x1)
                        draconic (x8)
                        arboreal (x3)
                        chthonian (x3)
                        empyrean (x1)
                        aklo (x1)
                        cyclops (x1)
                        jotun (x6)
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                        skald (x1)
            [privateNotes] : String (different values: 4)
                 (x63)
                <p>Hora queens rule over wide stretches of land, nourishing and protecting native animals and plants. Most hora queens watch over their regions in pairs: one summer and one winter, or one autumn and one spring.</p>
            <p>The Summer Hora Queen is under the constant effects of @UUID[Compendium.pf2e.spells-srd.Item.Speak with Animals] and @UUID[Compendium.pf2e.spells-srd.Item.Speak with Plants].</p> (x1)
                <p>Summer horai appear constantly bathed in sunlight, with skin and clothing of red, orange, and yellow, like the sunlight of high summer.</p>
            <p>The Summer Hora is under the constant effects of @UUID[Compendium.pf2e.spells-srd.Item.Speak with Animals] and @UUID[Compendium.pf2e.spells-srd.Item.Speak with Plants].</p> (x1)
                <p>Slow A tar zombie is permanently @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} and can't use reactions.</p> (x3)
            [publicNotes] : String (different values: 20)
                 (x47)
                <p>Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.</p>
            <p>Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.</p>
            <p>As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.</p> (x1)
                <p>Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature.</p>
            <hr />
            <p>Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water.</p> (x1)
                <p>With a blunt, prehensile trunk and a squat posture, giant tapirs resemble a cross between elephant and boar, though they're actually more closely related to horses and rhinoceroses. Tapirs live in loose herds that graze near rivers and lakes. They enjoy fresh water, not only for the lush plants that grow along the shores-which they eat in prodigious quantities- but also for the protection the water provides. When predators approach, tapirs retreat to the water to hide, keeping their snouts barely above the surface to breathe. Likewise, the breezes and scents that accompany creeks and rivers mask tapirs' musk as they travel along these waterways. Despite their ungainly movement, tapirs are remarkably sure-footed, easily traversing mud and similar terrain thanks to their broad toes.</p>
            <p>Humanoids often hunt giant tapirs for their meat and durable hides. Such hunts are far from guaranteed, though; tapirs can run at least as fast as their hunters, and most will fight if cornered. The docile giants do what they can to avoid confrontation whenever possible. If they sense danger approaching, giant tapirs make a loud whistling sound to warn other tapirs about predators. A community who befriends or domesticates a herd of tapirs can use this whistling habit as an alarm system against encroaching enemies.</p>
            <p>Giant tapirs are usually quite placid, but they can be fearsome when roused. Their tusk-like front teeth are suitable for gouging attackers, and a tapir that manages to get a mouthful of an enemy's arm or leg can use its blunt molars to grind the flesh to paste. Tapirs have good hearing and an excellent sense of smell, but like many prey animals, they have poor vision. In the chaos of combat against multiple enemies, giant tapirs can become overwhelmed and confused, lashing out at allies as well as foes or fleeing the scene entirely.</p> (x2)
                <p>Glyptodons are enormous, armadillo-like megafauna that roam sandy riverbanks and ancient forests in search of their favorite foods, namely riparian grass and tender saplings. Surly and suspicious, glyptodons avoid predators not out of a defensive instinct-their armored hides protect them from most well-equipped carnivores-but rather because they simply prefer to be left alone to their placid foraging. Despite their great size, glyptodons can survive on surprisingly little food, and they'll eat just about anything. As a result, they're more likely to be encountered roaming across vast tundra or desert regions than other large herbivores, appearing as a single, lumbering hump against an otherwise-flat horizon.</p>
            <p>A glyptodon's scutes-the thick, bony plates of its carapace-grow in distinctive patterns and scar readily, making it easy for non-glyptodons to identify individual animals. Glyptodons have notoriously bad eyesight, even for prey animals, and rely on their sense of smell to get around and identify threats and each other. In combat, they primarily rely on their thick carapaces to protect them from attackers.</p>
            <p>Although southern merchants have occasionally attempted to create a glyptodon-mounted trading network, riding these giants is an exercise in frustration, as their rounded hides provide little purchase for humanoid riders' feet or saddles. However, some webbed-toed people of the plains, including bands of lizardfolk, have managed to maintain glyptodon mounts thanks to their strong, flexible, clawed feet. Other ancestries primarily view glyptodons as a source of meat and tough hides, the latter of which make for excellent impromptu shelters and river boats.</p>
            <p>When cornered, a glyptodon uses its powerful digging claws to scrape or scare away attackers. Glyptodons can use their tails to ward off smaller predators, but generally do so only as a last resort.</p> (x1)
                <p>The groplit is a squat little animal shaped like a water droplet, with a bulbous rear end and an eel-like face that juts from a narrow skull. Its rear legs are more muscular than those in front, which it primarily uses for balance, giving it the gait and appearance of a toad. Groplits are best known for their greasy skin and queasy hygienic habits: they spend most of each day using their two long tongues to slurp up their own oily excretions or similarly viscous discharge originating from plants or other animals. Although they prefer to dwell in northern wetlands, fens, and moist caves, groplits can thrive in all but the most barren environments. They'll eat just about anything, though they tend to prefer small, crunchy animals like bugs and birds.</p>
            <p>Groplits are famously loyal and highly sociable companions, and they make for dedicated, if somewhat odd-looking, pets. They can be taught simple commands and appear to take great pride in obeying them, performing stunts even in the face of obvious danger. An unscrupulous master might train a groplit with the intent to sacrifice it in an emergency, a fate to which the groplit is happily resigned. This single-minded obedience and their slow reproductive rate make groplits fairly rare in the wild.</p>
            <p>As a result of the way their bones are structured, groplits exhibit an imperturbable smile, of sorts-a physical feature which some find as creepy (or enraging) as others find it endearing. Its apparently ceaseless jubilation has given this creature the nickname "the grinning toad" in some parts of the world.</p>
            <p>Because they love to lap up oily matter of all kinds, groplits are naturally drawn to greasy animals like @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Slurk]{Slurks}, @UUID[Compendium.pf2e.pathfinder-bestiary-2.Actor.Giant Slug]{Giant Slugs}, and lagofirs. For the most part, such animals rarely mind the company of an amiable groplit, though there's no such thing as a free meal; groplits who drop their guard amid their found family often end up on the wrong side of their companions' intestinal tracts.</p> (x1)
                <p>Kadlakas-strong, lanky humanoids with raven-like features-combine the most formidable aspects of talented hunters and airborne scouts, to say nothing of their potent magical powers over thunder and lightning. Though they shy from most humanoids, kadlakas readily form friendships with ravens and other birds, and they sometimes make temporary alliances with people who prove themselves capable stewards of wild animals and the natural order of things. When they do settle on a roost-whether for a single season or a lifetime-kadlakas often position themselves as guardians of a natural feature or local flock. Because a kadlaka's natural form might frighten humanoid travelers, they often take on the guise of a human or other common bipedal ancestry to gain information and pass on warnings.</p> (x1)
                <p>In the First World, rivers don't always flow as expected; sometimes they run backward, upward, or just disappear into mist and reappear somewhere else entirely. Fey native to such rivers are often just as capricious. This quality is particularly true of loblobis, cunning carnivores who resemble small, chubby humans with the heads and wings of crested herons.</p>
            <p>These malicious tricksters love playing any pranks that result in other creatures being embarrassed, hurt, or even drowned. Their most common "antic" is to cast @UUID[Compendium.pf2e.spells-srd.Item.Water Walk] on a hopeful river-crosser, only to dismiss the spell when their victim has traversed halfway across. Conversely, most loblobis are terrible sports when they're the butt of a joke. It's common wisdom that few creatures can hold a grudge like a loblobi.</p>
            <p>Exceptionally vain, loblobis flutter and dance constantly to show off their plumage. Failing to comment on a preening loblobi's appearance is a sure method to invite eternal enmity, but flattery might buy enough time to sneak away from the evil fey.</p> (x1)
                <p>Rot and decay play a natural role in swamps of all climates, and latent magical energies or other strange phenomena can transform decomposing matter into oozes and other monstrous creatures made of living muck. Tundra wetlands are no exception to this trend. Worse, in such regions, a quick freeze can prevent noxious sludge from breaking down, and sequential years of short, seasonal thaws can compress rot upon rot until the pestilential mass animates as a rime sludge. These rare, noxious oozes hungrily search for and consume any organic matter they find in their northland habitats.</p>
            <p>Like most oozes, rime sludges consist primarily of protoplasm, though theirs has a slushy consistency peppered with disgusting nuggets of indigestible matter, such as petrified wood, jagged arrowheads, and animal fossils. A rime sludge renews this protoplasm by consuming plants and animals and maintaining a careful balance of semifrozen decomposition in its mutable form.</p>
            <p>Rime sludges are among the few oozes that thrive in cold climates, as too much heat accelerates their natural decay. Rime sludges can't survive temperatures too far above freezing for more than a few days. Rising temperatures force them to migrate toward cooler climates or cold underground areas.</p>
            <p>Few intelligent creatures inhabiting cold climates want anything to do with rime sludges. These oozes can't be trained, tend to wander off at random, and emit a noxious stink at the slightest hint of warmth. Some inventive creatures try to trap rime sludges in pits to keep them contained and use them to dispose of prisoners or food scraps. Because of the oozes' overpowering stench, these pits tend to be quite deep.</p> (x1)
                <p>Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encounter creatures their own size or larger they retreat, flashing their eyes to facilitate their escape if necessary. They often hunt in pairs or small packs. Using their lights to coordinate from a distance, they slowly close in on the creatures they hunt. One common hunting pattern involves one blindheim diving deep and using its light to chase fish to the surface, while another up above snatches them up and tosses them onto the land to eat later.</p>
            <p>Blindheims make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. Blindheims prefer to lead quiet and serene lives, and even when first born they emit only the meekest of vocalizations. A blindheim is born shining, and its parents cuddle over it to dim the light so as to avoid attracting predators.</p>
            <p>It's not just animals that endanger blindheims. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. Duergars use them as "raid frogs," placing heavy hoods over blindheims' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. Drow use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity.</p> (x1)
                <p>Beavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan. They live in lodges, which they construct from logs, grass, rocks, and mud.</p>
            <p>A typical beaver can grow up to 4 feet long and weigh up to 65 pounds.</p> (x1)
                <p>Beavers are stocky, herbivorous rodents that live in freshwater ecosystems throughout Avistan. They live in lodges, which they construct from logs, grass, rocks, and mud.</p>
            <p>Castoroides are bear-sized beavers that build their lodges on land near a water source rather than in the water.</p> (x1)
                <p>Arboreal regents-also called treants-are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.</p>
            <p>The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds.</p>
            <hr />
            <p>Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk-even elves are fugacious in the eyes of arboreals-and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build-a trait that serves vengeful members of their kind well.</p> (x1)
                <p>Powerful and swift land mammals, elk range through the plains, hills, and forests of the wilderness.</p>
            <p>Their size, strength, and antlers (for the males) enable common elk to contend with most of their environment's dangers, though herds generally favor flight over combat. Most elk stand between 3 and 5 feet tall and weigh between 350 and 550 pounds, with females slighter than the males.</p> (x1)
                <p>Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures' motives-like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest.</p>
            <hr />
            <p>Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk-even elves are fugacious in the eyes of arboreals-and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build-a trait that serves vengeful members of their kind well.</p> (x1)
                <p>Lagofirs are semiaquatic omnivores that resemble a rabbit the size of a large dog. They're social creatures, playful but territorial and protective of their kin. Lagofirs live in family units and gather in larger groups as often as their environment allows. They're commonly found in northern Avistan, congregating along rivers, lakes, and coasts, where they subsist on fish, crustaceans, marine plants, and small mammals.</p>
            <p>Lagofirs have a stout body, rounded back, large hind legs, long ears, and a short, fluffy tail. Their powerful incisors are capable of cracking through clam shells, chitin, and bone. Both their front and back paws are webbed, and their front paws are highly dexterous, enabling them to grasp objects and perform simple manual tasks.</p>
            <p>Lagofirs secrete a thick, sweet-smelling, flammable oil that coats their fur. Warm to the touch, this oil keeps them insulated and comfortable in frigid water and cold climates. Lagofirs mark their territory by brushing against solid surfaces, coating them in oil that, to other lagofirs, identifies an individual. This makes their lairs, known as burrows or forms, incredibly hazardous. A single spark in a lagofir form can cause an explosion.</p> (x1)
                <p>Much like their smaller bison cousins, long-horned bison are bovines with short faces, two horns, a shaggy coat, and a noticeable hump on their back. Despite their relation to more placid bovines, however, long-horned bison are ill-tempered and territorial. Their tread shakes the ground, while the thunder of their stampedes can be mistaken for an earthquake. Long-horned bison weigh upwards of 4,500 pounds and measure up to 9 feet tall and 16 feet long. Their horns, measured tip to tip, can be almost as wide as the bison are tall.</p> (x1)
                <p>The megaloceros is similar in form to the elk, but far superior in size. The average male's antlers weigh nearly 100 pounds and can be wider than his body is long. Megaloceroses stand up to 9 feet tall, weigh 1,500 pounds, and grow antlers over 12 feet wide.</p> (x2)
                <p>Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic experimentation. Unlike fleshwarps and recipients of successful necrografts, prospective necrohusks never survive the procedure. After reanimation, they're cunning, animalistic creatures that follow their creator's orders without question.</p>
            <p>Creating a necrohusk is an incredibly difficult endeavor, fraught with error. Most attempts result in lumps of useless, rotten slurry or malformed undead no more cunning or dangerous than a mundane zombie. The costs in time, experimental subjects, and expensive spell components lead some would-be necromancers to conclude that the results aren't worth the risk. Occasionally, spellcasters can harness the power of the Void during the process, which lessens the monetary cost but vastly increases the danger, often producing a deadly backlash resulting in the creator's death and a masterless necrohusk.</p>
            <p>Among the Sutaki, only Ashen Swale and his lieutenants, Turkek and Azi, have the skill and knowledge to create necrohusks with any regularity, although Turkek's interests often lead him away from such gruesome endeavors. Necrohusks are created from volunteers in Ashen Swale's cult or from traitorous Sutaki whom Ashen Swale wants to punish with a ghastly fate.</p> (x1)
                <p>Rorus, sometimes called hunter demons, are brutal fiends that arise from the souls of mortals who mutilated animal corpses. As demons, these individuals don animal pelts, then infiltrate packs or herds to corrupt entire swaths of animals, turning their victims bloodthirsty and feral.</p> (x1)
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                    18 (x1)
                    19 (x1)
                    27 (x1)
                    21 (x2)
                    23 (x1)
                    22 (x1)
                    28 (x1)
                [special] : array<object>
                    Length: min=1 max=1
                    Value type:
                        object
                        base : Integer (different values: 1)
                            18 (x1)
                        label : String (different values: 1)
                            to Command an Animal (x1)
                        predicate : array<String>
                            Length: min=1 max=1
                            Value type:
                                String (different values: 1)
                                action:command-an-animal (x1)
            [stealth] : object
                base : Integer (different values: 15)
                    9 (x3)
                    5 (x5)
                    12 (x5)
                    6 (x1)
                    10 (x2)
                    11 (x5)
                    7 (x2)
                    14 (x2)
                    13 (x3)
                    15 (x2)
                    18 (x2)
                    17 (x4)
                    27 (x2)
                    25 (x1)
                    20 (x1)
                [special] : array<object>
                    Length: min=1 max=1
                    Value type:
                        object
                        base : Integer (different values: 9)
                            21 (x1)
                            14 (x2)
                            22 (x2)
                            29 (x1)
                            24 (x1)
                            17 (x1)
                            16 (x1)
                            15 (x1)
                            19 (x1)
                        label : String (different values: 5)
                            in forests (x3)
                            in snow (x2)
                            in ice and snow (x1)
                            in tar pits (x4)
                            among junk or debris (x1)
                        [predicate] : array<String|object>
                            Length: min=1 max=1
                            Value type:
                                mixed
                                String (different values: 3)
                                    terrain:forest (x2)
                                    terrain:snow (x2)
                                    terrain:tar-pit (x4)
                                object
                                    or : array<String>
                                        Length: min=2 max=2
                                        Value type:
                                            String (different values: 4)
                                            terrain:ice (x1)
                                            terrain:snow (x1)
                                            terrain:junk (x1)
                                            terrain:debris (x1)
            [survival] : object
                base : Integer (different values: 16)
                    7 (x3)
                    4 (x3)
                    5 (x2)
                    6 (x1)
                    8 (x2)
                    10 (x3)
                    11 (x1)
                    13 (x2)
                    9 (x1)
                    16 (x2)
                    12 (x1)
                    15 (x1)
                    27 (x1)
                    21 (x3)
                    24 (x2)
                    14 (x1)
            [intimidation] : object
                base : Integer (different values: 15)
                    3 (x2)
                    6 (x1)
                    7 (x1)
                    11 (x3)
                    12 (x3)
                    17 (x1)
                    18 (x2)
                    8 (x1)
                    16 (x4)
                    15 (x1)
                    19 (x1)
                    10 (x3)
                    23 (x2)
                    26 (x1)
                    25 (x1)
                [special] : array<object>
                    Length: min=1 max=1
                    Value type:
                        object
                        base : Integer (different values: 1)
                            9 (x1)
                        label : String (different values: 1)
                            to Demoralize (x1)
                        predicate : array<String>
                            Length: min=1 max=1
                            Value type:
                                String (different values: 1)
                                action:demoralize (x1)
            [religion] : object
                base : Integer (different values: 4)
                    9 (x1)
                    14 (x1)
                    21 (x1)
                    19 (x1)
            [diplomacy] : object
                base : Integer (different values: 7)
                    7 (x1)
                    9 (x1)
                    16 (x2)
                    19 (x1)
                    27 (x1)
                    13 (x1)
                    17 (x1)
            [thievery] : object
                base : Integer (different values: 4)
                    9 (x1)
                    7 (x1)
                    12 (x1)
                    17 (x1)
            [deception] : object
                base : Integer (different values: 5)
                    8 (x2)
                    17 (x2)
                    16 (x1)
                    10 (x1)
                    24 (x1)
            [performance] : object
                base : Integer (different values: 2)
                    6 (x1)
                    20 (x1)
            [occultism] : object
                base : Integer (different values: 1)
                    21 (x1)
            [medicine] : object
                base : Integer (different values: 1)
                    23 (x2)
            [society] : object
                base : Integer (different values: 2)
                    18 (x1)
                    16 (x1)
        [spellcasting] : object
            rituals : object
                dc : Integer (different values: 2)
                    25 (x2)
                    29 (x1)
        [flavourText] : String (different values: 1)
             (x11)
        [recallKnowledgeText] : String (different values: 1)
             (x11)
        [sidebarText] : String (different values: 1)
             (x11)
        [customModifiers] : object
    type : String (different values: 2)
        hazard (x19)
        npc (x68)
    [prototypeToken] : object
        name : String (different values: 3)
            Cairn Wight (x1)
            Giant Tapir (x1)
            Pakano (x1)