2-14
Different values: 8
=====================================
object {2-14}
    _id : string {2-14._id} (all different values)
    folder : string {2-14.folder} (same value: nspWtbbTPHQORzWz)
    img : string {2-14.img} (2 different values)
        systems/pf2e/icons/default-icons/npc.svg (x4)
        systems/pf2e/icons/default-icons/hazard.svg (x4)
    items : array<object> {2-14.items}
        Length: min=1 max=6
        Value type: object {2-14.items.[]}
            _id : string {2-14.items.[]._id} (15 different values)
                dLvpDWgcaCGj0cGW (x2)
                39OYF7rAupa5epUI (x2)
                llP0iPm4qwoX8UZ6 (x2)
                K2357WczpsewBpx1 (x2)
                DdBcbOs69kmUVmkm (x2)
                OYFgzf5Q5j6UeJhf (x1)
                JlQUb1sbsYfmz5Vi (x1)
                MmVshWo3qRUeXbet (x2)
                X2ev5CVRF0E843MK (x2)
                iOdkPynHS0PUuhjD (x1)
                s2WEJDMzIoSEIZWj (x1)
                Cleo9PQGP9OVoWtY (x1)
                YgxWUbqgAc3iKOYz (x1)
                0Vv2R9JCAdMBeLqh (x1)
                ik1b27c1XdgWKcNZ (x1)
            img : string {2-14.items.[].img} (6 different values)
                systems/pf2e/icons/default-icons/melee.svg (x8)
                systems/pf2e/icons/actions/Passive.webp (x5)
                systems/pf2e/icons/actions/TwoActions.webp (x2)
                systems/pf2e/icons/actions/Reaction.webp (x5)
                systems/pf2e/icons/actions/OneAction.webp (x1)
                systems/pf2e/icons/actions/FreeAction.webp (x1)
            name : string {2-14.items.[].name} (14 different values)
                Fist (x2)
                Flaming Sap (x2)
                Smoke Vision (x2)
                Acrid Cloud (x2)
                Filthy Burn (x2)
                Jaws (x2)
                Cloak in Embers (x1)
                Flares (x2)
                Flare (x2)
                Claw (x1)
                Tail Claw (x1)
                Voice Imitation (x1)
                Tail Drag (x1)
                Improved Grab (x1)
            sort : integer {2-14.items.[].sort} (6 different values)
                100000 (x8)
                200000 (x4)
                300000 (x3)
                400000 (x3)
                500000 (x3)
                600000 (x1)
            system : object {2-14.items.[].system}
                [attack] : object {2-14.items.[].system.attack}
                    value : string {2-14.items.[].system.attack.value} (same value: )
                [attackEffects] : object {2-14.items.[].system.attackEffects}
                    [custom] : string {2-14.items.[].system.attackEffects.custom} (same value: )
                    value : array<string> {2-14.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {2-14.items.[].system.attackEffects.value.[]} (2 different values)
                            filthy-burn (x4)
                            improved-grab (x1)
                [bonus] : object {2-14.items.[].system.bonus}
                    value : integer {2-14.items.[].system.bonus.value} (5 different values)
                        12 (x2)
                        15 (x2)
                        10 (x1)
                        14 (x1)
                        17 (x2)
                [damageRolls] : object {2-14.items.[].system.damageRolls}
                    [0] : object {2-14.items.[].system.damageRolls.0}
                        damage : string {2-14.items.[].system.damageRolls.0.damage} (5 different values)
                            1d6+6 (x1)
                            1d6+3 (x1)
                            2d6+6 (x1)
                            2d6+3 (x1)
                            1d4+3 (x1)
                        damageType : string {2-14.items.[].system.damageRolls.0.damageType} (2 different values)
                            fire (x4)
                            piercing (x1)
                    [1] : object {2-14.items.[].system.damageRolls.1}
                        category : string {2-14.items.[].system.damageRolls.1.category} (same value: persistent)
                        damage : string {2-14.items.[].system.damageRolls.1.damage} (same value: 1d4)
                        damageType : string {2-14.items.[].system.damageRolls.1.damageType} (same value: fire)
                    [4r561g7omq99mbw1yknx] : object {2-14.items.[].system.damageRolls.4r561g7omq99mbw1yknx}
                        damage : string {2-14.items.[].system.damageRolls.4r561g7omq99mbw1yknx.damage} (same value: 2d8+4)
                        damageType : string {2-14.items.[].system.damageRolls.4r561g7omq99mbw1yknx.damageType} (same value: piercing)
                    [ueo321s5tdjm3mquk8ms] : object {2-14.items.[].system.damageRolls.ueo321s5tdjm3mquk8ms}
                        damage : string {2-14.items.[].system.damageRolls.ueo321s5tdjm3mquk8ms.damage} (same value: 2d6+4)
                        damageType : string {2-14.items.[].system.damageRolls.ueo321s5tdjm3mquk8ms.damageType} (same value: slashing)
                    cjmlyrl0vxrsxdi2xyop : object {2-14.items.[].system.damageRolls.cjmlyrl0vxrsxdi2xyop}
                        damage : string {2-14.items.[].system.damageRolls.cjmlyrl0vxrsxdi2xyop.damage} (same value: 2d4+4)
                        damageType : string {2-14.items.[].system.damageRolls.cjmlyrl0vxrsxdi2xyop.damageType} (same value: slashing)
                description : object {2-14.items.[].system.description}
                    value : string {2-14.items.[].system.description.value} (13 different values)
                         (x8)
                        <p>The corrupted wildfire ignores the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition from smoke.</p> (x2)
                        <p>The burning sap that makes up the corrupted wildfire's body sputters and pops, ejecting a cloud of acrid that smoke in a @Template[emanation|distance:10] that lasts for 1 round.</p>
                    <p>This smoke provides concealment to all creatures within, and deals @Damage[1d6[poison]] damage to any creature that enters or begins its turn in the cloud (@Check[fortitude|dc:20|basic]).</p>
                    <p>A creature that fails is also @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (or @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical failure).</p> (x1)
                        <p>When the corrupted wildfire successfully strikes a creature with an attack that deals persistent fire damage, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical hit). This condition cannot be reduced below 1 while the creature is subject to the persistent fire damage from the attack, and ends automatically when the persistent fire ends.</p> (x2)
                        <p>The burning sap that makes up the corrupted wildfire's body sputters and pops, ejecting a cloud of acrid that smoke in a @Template[emanation|distance:10] that lasts for 1 round.</p>
                    <p>This smoke provides concealment to all creatures within, and deals @Damage[2d4[poison]] damage to any creature that enters or begins its turn in the cloud (@Check[fortitude|dc:22|basic]).</p>
                    <p>A creature that fails is also @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (or @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical failure).</p> (x1)
                        <p><strong>Trigger</strong> An adjacent ally is targeted by an effect that deals fire damage</p>
                    <hr />
                    <p><strong>Effect</strong> The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.</p> (x1)
                        <p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
                    <hr />
                    <p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:17] save.</p>
                    <p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
                    <p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
                    <p>The hazard rolls initiative.</p> (x1)
                        <p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
                    <hr />
                    <p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:20] save.</p>
                    <p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
                    <p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then dazzled for one round.</p>
                    <p>The hazard rolls initiative.</p> (x1)
                        <p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
                    <hr />
                    <p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:18] save.</p>
                    <p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
                    <p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
                    <p>The hazard rolls initiative.</p> (x1)
                        <p><strong>Trigger</strong> A creature other than the monolith's guardians approaches within 40 feet of the monolith</p>
                    <hr />
                    <p><strong>Effect</strong> the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a @Check[fortitude|dc:22] save.</p>
                    <p>On a failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for one round.</p>
                    <p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for one round, then dazzled for one round.</p>
                    <p>The hazard rolls initiative.</p> (x1)
                        <p>An ahuizotl can mimic the sounds of a person in distress by attempting a Deception check to @UUID[Compendium.pf2e.actionspf2e.Item.Lie]. The ahuizotl has a +4 circumstance bonus to this check.</p> (x1)
                        <p><strong>Requirements</strong> The ahuizotl has a Medium or smaller creature grabbed with its tail claw</p>
                    <hr />
                    <p><strong>Effect</strong> The ahuizotl attempts an @Check[athletics|defense:fortitude] check against the creature's Fortitude DC.</p>
                    <hr />
                    <p><strong>Critical Success</strong> If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike against the creature.</p>
                    <p><strong>Success</strong> If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl.</p>
                    <p><strong>Failure</strong> The creature is not dragged.</p>
                    <p><strong>Critical Failure</strong> The creature is not dragged and the ahuizotl no longer has the creature grabbed.</p> (x1)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.ImprovedGrab]</p> (x1)
                publication : object {2-14.items.[].system.publication}
                    license : string {2-14.items.[].system.publication.license} (same value: OGL)
                    remaster : boolean {2-14.items.[].system.publication.remaster} (same value: False)
                    title : string {2-14.items.[].system.publication.title} (2 different values)
                         (x21)
                        Pathfinder Bestiary (x1)
                rules : ###FoundryRulesObject###
                [slug] : string {2-14.items.[].system.slug} (same value: improved-grab)
                traits : object {2-14.items.[].system.traits}
                    rarity : string {2-14.items.[].system.traits.rarity} (same value: common)
                    value : array<string> {2-14.items.[].system.traits.value}
                        Length: min=0 max=3
                        Value type: string {2-14.items.[].system.traits.value.[]} (7 different values)
                            agile (x5)
                            finesse (x3)
                            unarmed (x5)
                            range-increment-30 (x2)
                            poison (x2)
                            primal (x2)
                            reach-10 (x1)
                [weaponType] : object {2-14.items.[].system.weaponType}
                    value : string {2-14.items.[].system.weaponType.value} (2 different values)
                        melee (x6)
                        ranged (x2)
                [actionType] : object {2-14.items.[].system.actionType}
                    value : string {2-14.items.[].system.actionType.value} (4 different values)
                        passive (x5)
                        action (x3)
                        reaction (x5)
                        free (x1)
                [actions] : object {2-14.items.[].system.actions}
                    [value] : integer {2-14.items.[].system.actions.value} (2 different values)
                        2 (x2)
                        1 (x1)
                [category] : string {2-14.items.[].system.category} (3 different values)
                    interaction (x3)
                    offensive (x6)
                    defensive (x1)
            type : string {2-14.items.[].type} (2 different values)
                melee (x8)
                action (x14)
            _stats : object {2-14.items.[]._stats}
                compendiumSource : string {2-14.items.[]._stats.compendiumSource} (same value: Compendium.pf2e.bestiary-ability-glossary-srd.Item.i18TlebMzwONyPhI)
    name : string {2-14.name} (all different values)
    [prototypeToken] : object {2-14.prototypeToken}
        name : string {2-14.prototypeToken.name} (4 different values)
            Corrupted Wildfire (x2)
            Ember Fox (x1)
            Explosive Monolith (x2)
            Flooding Monolith (x2)
    system : object {2-14.system}
        [abilities] : object {2-14.system.abilities}
            cha : object {2-14.system.abilities.cha}
                mod : integer {2-14.system.abilities.cha.mod} (3 different values)
                    -2 (x2)
                    1 (x1)
                    3 (x1)
            con : object {2-14.system.abilities.con}
                mod : integer {2-14.system.abilities.con.mod} (3 different values)
                    4 (x2)
                    2 (x1)
                    5 (x1)
            dex : object {2-14.system.abilities.dex}
                mod : integer {2-14.system.abilities.dex.mod} (2 different values)
                    4 (x3)
                    3 (x1)
            int : object {2-14.system.abilities.int}
                mod : integer {2-14.system.abilities.int.mod} (2 different values)
                    -2 (x3)
                    -1 (x1)
            str : object {2-14.system.abilities.str}
                mod : integer {2-14.system.abilities.str.mod} (3 different values)
                    3 (x2)
                    1 (x1)
                    5 (x1)
            wis : object {2-14.system.abilities.wis}
                mod : integer {2-14.system.abilities.wis.mod} (2 different values)
                    3 (x3)
                    2 (x1)
        attributes : object {2-14.system.attributes}
            ac : object {2-14.system.attributes.ac}
                [details] : string {2-14.system.attributes.ac.details} (same value: )
                value : integer {2-14.system.attributes.ac.value} (6 different values)
                    18 (x3)
                    21 (x1)
                    13 (x1)
                    16 (x1)
                    15 (x1)
                    20 (x1)
            [allSaves] : object {2-14.system.attributes.allSaves}
                value : string {2-14.system.attributes.allSaves.value} (same value: )
            hp : object {2-14.system.attributes.hp}
                details : string {2-14.system.attributes.hp.details} (same value: )
                max : integer {2-14.system.attributes.hp.max} (all different values)
                temp : integer {2-14.system.attributes.hp.temp} (same value: 0)
                value : integer {2-14.system.attributes.hp.value} (all different values)
            [immunities] : array<object> {2-14.system.attributes.immunities}
                Length: min=2 max=5
                Value type: object {2-14.system.attributes.immunities.[]}
                    type : string {2-14.system.attributes.immunities.[].type} (7 different values)
                        paralyzed (x3)
                        bleed (x3)
                        fire (x3)
                        poison (x3)
                        sleep (x3)
                        precision (x4)
                        critical-hits (x4)
            [speed] : object {2-14.system.attributes.speed}
                otherSpeeds : array<object> {2-14.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {2-14.system.attributes.speed.otherSpeeds.[]}
                        type : string {2-14.system.attributes.speed.otherSpeeds.[].type} (same value: swim)
                        value : integer {2-14.system.attributes.speed.otherSpeeds.[].value} (same value: 35)
                value : integer {2-14.system.attributes.speed.value} (3 different values)
                    50 (x2)
                    30 (x1)
                    25 (x1)
            [weaknesses] : array<object> {2-14.system.attributes.weaknesses}
                Length: min=1 max=1
                Value type: object {2-14.system.attributes.weaknesses.[]}
                    type : string {2-14.system.attributes.weaknesses.[].type} (same value: cold)
                    value : integer {2-14.system.attributes.weaknesses.[].value} (2 different values)
                        4 (x1)
                        5 (x2)
            [emitsSound] : string {2-14.system.attributes.emitsSound} (same value: encounter)
            [hardness] : integer {2-14.system.attributes.hardness} (4 different values)
                7 (x1)
                12 (x1)
                8 (x1)
                13 (x1)
            [hasHealth] : boolean {2-14.system.attributes.hasHealth} (same value: True)
            [stealth] : object {2-14.system.attributes.stealth}
                details : string {2-14.system.attributes.stealth.details} (same value: )
                value : integer {2-14.system.attributes.stealth.value} (4 different values)
                    4 (x1)
                    7 (x1)
                    5 (x1)
                    8 (x1)
        details : object {2-14.system.details}
            [blurb] : string {2-14.system.details.blurb} (same value: )
            [languages] : object {2-14.system.details.languages}
                details : string {2-14.system.details.languages.details} (2 different values)
                     (x3)
                    (can't speak any language) (x1)
                value : array<string> {2-14.system.details.languages.value}
                    Length: min=1 max=2
                    Value type: string {2-14.system.details.languages.value.[]} (4 different values)
                        chthonian (x2)
                        pyric (x3)
                        aklo (x1)
                        common (x1)
            level : object {2-14.system.details.level}
                value : integer {2-14.system.details.level.value} (5 different values)
                    3 (x2)
                    5 (x1)
                    2 (x2)
                    1 (x1)
                    4 (x2)
            [privateNotes] : string {2-14.system.details.privateNotes} (same value: )
            [publicNotes] : string {2-14.system.details.publicNotes} (3 different values)
                 (x2)
                <p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p> (x1)
                <p>The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress.</p>
            <p>The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity.</p>
            <p>The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility-the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair.</p>
            <p>An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision.</p>
            <p>Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities.</p>
            <p>The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx.</p> (x1)
            publication : object {2-14.system.details.publication}
                license : string {2-14.system.details.publication.license} (same value: OGL)
                remaster : boolean {2-14.system.details.publication.remaster} (same value: False)
                title : string {2-14.system.details.publication.title} (same value: Pathfinder Society Scenario #2-14: Lost in Flames)
            [description] : string {2-14.system.details.description} (2 different values)
                <p>A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.</p> (x2)
                <p>A surge of abyssal energy creates a powerful wave pushing away from the monolith.</p> (x2)
            [disable] : string {2-14.system.details.disable} (4 different values)
                <p>@Check[arcana|dc:17], @Check[occultism|dc:17], or @Check[religion|dc:17] to magically alter the runes, or @Check[thievery|dc:20] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).</span></p>
            <p>Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage(@Check[reflex|dc:17|basic|name:Explosive Monolith]).</p> (x1)
                <p>@Check[arcana|dc:20], @Check[occultism|dc:20], or @Check[religion|dc:20] to magically alter the runes, or @Check[thievery|dc:23] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).</p>
            <p>Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:20|basic|name:Explosive Monolith]).</p> (x1)
                <p>@Check[arcana|dc:18], @Check[occultism|dc:18], or @Check[religion|dc:18] to magically alter the runes, or @Check[thievery|dc:21] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).</p>
            <p>Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:18|basic|name:Flooding Monolith] save).</p> (x1)
                <p>@Check[arcana|dc:22], @Check[occultism|dc:22], or @Check[religion|dc:22] to magically alter the runes, or @Check[thievery|dc:25] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both). Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:22|basic] save).</p> (x1)
            [isComplex] : boolean {2-14.system.details.isComplex} (same value: True)
            [reset] : string {2-14.system.details.reset} (same value: )
            [routine] : string {2-14.system.details.routine} (4 different values)
                <p>(1 action) On the hazard's turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a @Template[burst|distance:10], dealing @Damage[1d6[piercing],1d6[fire]]{1d6 piercing damage and 1d6 fire damage}. Each creature in the area must attempt a @Check[reflex|dc:17|name:Explosive Monolith|traits:damaging-effect] save.</p>
            <hr />
            <p><strong>Critical Success</strong> The creature takes no damage.</p>
            <p><strong>Success</strong> The creature takes half damage.</p>
            <p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.</p>
            <p><strong>Critical Failure</strong> The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.</p> (x1)
                <p>(1 action) On the hazard's turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a @Template[burst|distance:10], dealing @Damage[2d6[piercing],2d6[fire]]{2d6 piercing damage and 2d6 fire damage}. Each creature in the area must attempt a @Check[reflex|dc:20|name:Explosive Monolith|traits:damaging-effect] save.</p>
            <hr />
            <p><strong>Critical Success</strong> The creature takes no damage.</p>
            <p><strong>Success</strong> The creature takes half damage.</p>
            <p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.</p>
            <p><strong>Critical Failure</strong> The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.</p> (x1)
                <p>(1 action) On the hazard's turn it sends a wave of water along the fork of the river (North, South, or East) that contains the nearest PC. Any creature along that fork in or on the surface of the water must attempt a @Check[fortitude|dc:18|name:Flooding Monolith] save.</p>
            <p>The monolith's guardians are accustomed to these surges and are immune to this effect.</p>
            <hr />
            <p><strong>Critical Success</strong> The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.</p>
            <p><strong>Success</strong> The creature is unaffected.</p>
            <p><strong>Failure</strong> The creature is pushed 10 feet away from the monolith.</p>
            <p><strong>Critical Failure</strong> The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p> (x1)
                <p>(1 action) On the hazard's turn it sends a wave of water along the fork of the river (North, South, or East) that contains the nearest PC. Any creature along that fork in or on the surface of the water must attempt a @Check[fortitude|dc:22|name:Flooding Monolith] save.</p>
            <p>The monolith's guardians are accustomed to these surges and are immune to this effect.</p>
            <hr />
            <p><strong>Critical Success</strong> The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.</p>
            <p><strong>Success</strong> The creature is unaffected.</p>
            <p><strong>Failure</strong> The creature is pushed 10 feet away from the monolith.</p>
            <p><strong>Critical Failure</strong> The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p> (x1)
        [initiative] : object {2-14.system.initiative}
            statistic : string {2-14.system.initiative.statistic} (same value: perception)
        [perception] : object {2-14.system.perception}
            details : string {2-14.system.perception.details} (2 different values)
                smoke vision (x2)
                 (x2)
            mod : integer {2-14.system.perception.mod} (3 different values)
                7 (x1)
                10 (x2)
                8 (x1)
            senses : array<object> {2-14.system.perception.senses}
                Length: min=1 max=1
                Value type: object {2-14.system.perception.senses.[]}
                    type : string {2-14.system.perception.senses.[].type} (same value: darkvision)
        [resources] : object {2-14.system.resources}
        saves : object {2-14.system.saves}
            fortitude : object {2-14.system.saves.fortitude}
                saveDetail : string {2-14.system.saves.fortitude.saveDetail} (same value: )
                value : integer {2-14.system.saves.fortitude.value} (5 different values)
                    12 (x2)
                    15 (x2)
                    6 (x1)
                    11 (x1)
                    14 (x2)
            reflex : object {2-14.system.saves.reflex}
                saveDetail : string {2-14.system.saves.reflex.saveDetail} (same value: )
                value : integer {2-14.system.saves.reflex.value} (7 different values)
                    9 (x1)
                    11 (x1)
                    10 (x2)
                    4 (x1)
                    6 (x1)
                    5 (x1)
                    8 (x1)
            will : object {2-14.system.saves.will}
                saveDetail : string {2-14.system.saves.will.saveDetail} (same value: )
                value : integer {2-14.system.saves.will.value} (3 different values)
                    8 (x2)
                    10 (x2)
                    0 (x4)
        [skills] : object {2-14.system.skills}
            [acrobatics] : object {2-14.system.skills.acrobatics}
                base : integer {2-14.system.skills.acrobatics.base} (3 different values)
                    10 (x1)
                    13 (x1)
                    8 (x1)
            athletics : object {2-14.system.skills.athletics}
                base : integer {2-14.system.skills.athletics.base} (2 different values)
                    5 (x1)
                    12 (x1)
            stealth : object {2-14.system.skills.stealth}
                base : integer {2-14.system.skills.stealth.base} (2 different values)
                    8 (x1)
                    12 (x1)
            deception : object {2-14.system.skills.deception}
                base : integer {2-14.system.skills.deception.base} (same value: 12)
                special : array<object> {2-14.system.skills.deception.special}
                    Length: min=1 max=1
                    Value type: object {2-14.system.skills.deception.special.[]}
                        base : integer {2-14.system.skills.deception.special.[].base} (same value: 16)
                        label : string {2-14.system.skills.deception.special.[].label} (same value: when using Voice Imitation)
                        predicate : array<string> {2-14.system.skills.deception.special.[].predicate}
                            Length: min=2 max=2
                            Value type: string {2-14.system.skills.deception.special.[].predicate.[]} (2 different values)
                                action:lie (x1)
                                voice-imitation (x1)
        traits : object {2-14.system.traits}
            rarity : string {2-14.system.traits.rarity} (2 different values)
                uncommon (x3)
                common (x5)
            size : object {2-14.system.traits.size}
                value : string {2-14.system.traits.size.value} (3 different values)
                    med (x6)
                    sm (x1)
                    lg (x1)
            value : array<string> {2-14.system.traits.value}
                Length: min=2 max=4
                Value type: string {2-14.system.traits.value.[]} (9 different values)
                    chaotic (x2)
                    elemental (x3)
                    evil (x3)
                    fire (x5)
                    good (x1)
                    environmental (x4)
                    water (x2)
                    amphibious (x1)
                    beast (x1)
        [creatureType] : string {2-14.system.creatureType} (same value: )
        [statusEffects] : array<> {2-14.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
    type : string {2-14.type} (2 different values)
        npc (x4)
        hazard (x4)