1-14
Different values: 15
=====================================
object {1-14}
    _id : string {1-14._id} (all different values)
    folder : string {1-14.folder} (same value: cYK2WdKm5BQRW2hQ)
    img : string {1-14.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {1-14.items}
        Length: min=1 max=18
        Value type: object {1-14.items.[]}
            _id : string {1-14.items.[]._id} (145 different values)
            [_stats] : object {1-14.items.[]._stats}
                compendiumSource : string {1-14.items.[]._stats.compendiumSource} (43 different values)
            img : string {1-14.items.[].img} (44 different values)
            name : string {1-14.items.[].name} (59 different values)
            sort : integer {1-14.items.[].sort} (18 different values)
                100000 (x15)
                200000 (x14)
                300000 (x14)
                400000 (x13)
                500000 (x12)
                600000 (x12)
                700000 (x9)
                800000 (x9)
                900000 (x9)
                1000000 (x7)
                1100000 (x7)
                1200000 (x5)
                1300000 (x5)
                1400000 (x5)
                1500000 (x5)
                1600000 (x3)
                1700000 (x3)
                1800000 (x1)
            system : object {1-14.items.[].system}
                [baseItem] : string {1-14.items.[].system.baseItem} (11 different values)
                    alchemical-bomb (x5)
                    shortbow (x2)
                    shortsword (x3)
                    leather-armor (x3)
                    studded-leather-armor (x1)
                    wooden-shield (x2)
                    hide-armor (x2)
                    staff (x1)
                    crossbow (x1)
                    sling (x1)
                    spear (x1)
                [bonus] : object {1-14.items.[].system.bonus}
                    value : integer {1-14.items.[].system.bonus.value} (10 different values)
                        0 (x14)
                        8 (x3)
                        5 (x6)
                        9 (x7)
                        12 (x3)
                        6 (x2)
                        7 (x2)
                        3 (x3)
                        10 (x2)
                        11 (x2)
                [bonusDamage] : object {1-14.items.[].system.bonusDamage}
                    value : integer {1-14.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {1-14.items.[].system.bulk}
                    value : mixed
                        float {1-14.items.[].system.bulk.value} (same value: 0,1)
                        integer {1-14.items.[].system.bulk.value} (2 different values)
                            1 (x11)
                            2 (x3)
                [category] : string {1-14.items.[].system.category} (8 different values)
                    martial (x10)
                    light (x4)
                    ammo (x4)
                    offensive (x32)
                    interaction (x1)
                    defensive (x5)
                    medium (x2)
                    simple (x4)
                [containerId] : mixed
                [damage] : object {1-14.items.[].system.damage}
                    [damageType] : string {1-14.items.[].system.damage.damageType} (3 different values)
                        fire (x5)
                        piercing (x7)
                        bludgeoning (x2)
                    [dice] : integer {1-14.items.[].system.damage.dice} (same value: 1)
                    [die] : string {1-14.items.[].system.damage.die} (3 different values)
                        d8 (x6)
                        d6 (x7)
                        d4 (x1)
                    [persistent] : object {1-14.items.[].system.damage.persistent}
                        [faces] : mixed
                        number : integer {1-14.items.[].system.damage.persistent.number} (same value: 1)
                        type : string {1-14.items.[].system.damage.persistent.type} (same value: fire)
                    [0] : object {1-14.items.[].system.damage.0}
                        [applyMod] : boolean {1-14.items.[].system.damage.0.applyMod} (2 different values)
                            True (x3)
                            False (x6)
                        [category] : mixed
                        formula : string {1-14.items.[].system.damage.0.formula} (5 different values)
                            1d4 (x5)
                            3d6 (x4)
                            1d8 (x2)
                            2d4 (x2)
                            1d4+1 (x1)
                        kinds : array<string> {1-14.items.[].system.damage.0.kinds}
                            Length: min=1 max=2
                            Value type: string {1-14.items.[].system.damage.0.kinds.[]} (2 different values)
                                damage (x14)
                                healing (x2)
                        materials : array<> {1-14.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {1-14.items.[].system.damage.0.type} (6 different values)
                            electricity (x3)
                            fire (x4)
                            vitality (x2)
                            bludgeoning (x2)
                            piercing (x2)
                            force (x1)
                description : object {1-14.items.[].system.description}
                    value : string {1-14.items.[].system.description.value} (63 different values)
                [equipped] : object {1-14.items.[].system.equipped}
                    carryType : string {1-14.items.[].system.equipped.carryType} (2 different values)
                        worn (x17)
                        held (x10)
                    [handsHeld] : integer {1-14.items.[].system.equipped.handsHeld} (3 different values)
                        0 (x13)
                        1 (x9)
                        2 (x1)
                    [invested] : mixed
                    [inSlot] : boolean {1-14.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {1-14.items.[].system.group} (8 different values)
                    bomb (x5)
                    bow (x2)
                    sword (x3)
                    leather (x6)
                    club (x1)
                    crossbow (x1)
                    sling (x1)
                    spear (x1)
                [hardness] : integer {1-14.items.[].system.hardness} (2 different values)
                    0 (x25)
                    3 (x2)
                [hp] : object {1-14.items.[].system.hp}
                    max : integer {1-14.items.[].system.hp.max} (2 different values)
                        0 (x25)
                        12 (x2)
                    value : integer {1-14.items.[].system.hp.value} (2 different values)
                        0 (x25)
                        12 (x2)
                [level] : object {1-14.items.[].system.level}
                    value : integer {1-14.items.[].system.level.value} (3 different values)
                        1 (x45)
                        0 (x22)
                        2 (x5)
                [material] : object {1-14.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {1-14.items.[].system.price}
                    value : object {1-14.items.[].system.price.value}
                        [gp] : integer {1-14.items.[].system.price.value.gp} (4 different values)
                            3 (x9)
                            2 (x5)
                            1 (x2)
                            5 (x1)
                        [sp] : integer {1-14.items.[].system.price.value.sp} (2 different values)
                            9 (x3)
                            1 (x4)
                        cp : integer {1-14.items.[].system.price.value.cp} (same value: 1)
                    [per] : integer {1-14.items.[].system.price.per} (same value: 10)
                publication : object {1-14.items.[].system.publication}
                    license : string {1-14.items.[].system.publication.license} (2 different values)
                        OGL (x146)
                        ORC (x2)
                    remaster : boolean {1-14.items.[].system.publication.remaster} (2 different values)
                        False (x146)
                        True (x2)
                    title : string {1-14.items.[].system.publication.title} (4 different values)
                        Pathfinder Core Rulebook (x70)
                         (x57)
                        Pathfinder Bestiary (x19)
                        Pathfinder Player Core (x2)
                [quantity] : integer {1-14.items.[].system.quantity} (4 different values)
                    1 (x19)
                    10 (x2)
                    3 (x4)
                    20 (x2)
                [range] : mixed
                    integer {1-14.items.[].system.range} (4 different values)
                        20 (x5)
                        60 (x2)
                        120 (x1)
                        50 (x1)
                    object {1-14.items.[].system.range}
                        value : string {1-14.items.[].system.range.value} (7 different values)
                             (x13)
                            30 feet (x23)
                            varies (x2)
                            60 feet (x2)
                            touch (x2)
                            120 feet (x2)
                            500 feet (x1)
                [reload] : object {1-14.items.[].system.reload}
                    value : string {1-14.items.[].system.reload.value} (4 different values)
                        - (x6)
                        0 (x2)
                         (x4)
                        1 (x2)
                rules : ###FoundryRulesObject###
                [runes] : object {1-14.items.[].system.runes}
                    [potency] : integer {1-14.items.[].system.runes.potency} (same value: 0)
                    [property] : array<> {1-14.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {1-14.items.[].system.runes.striking} (same value: 0)
                    [resilient] : integer {1-14.items.[].system.runes.resilient} (same value: 0)
                    [reinforcing] : integer {1-14.items.[].system.runes.reinforcing} (same value: 0)
                [size] : string {1-14.items.[].system.size} (same value: med)
                [slug] : string {1-14.items.[].system.slug} (43 different values)
                [splashDamage] : object {1-14.items.[].system.splashDamage}
                    value : integer {1-14.items.[].system.splashDamage.value} (2 different values)
                        1 (x5)
                        0 (x9)
                [traits] : object {1-14.items.[].system.traits}
                    rarity : string {1-14.items.[].system.traits.rarity} (2 different values)
                        common (x138)
                        uncommon (x2)
                    value : array<string> {1-14.items.[].system.traits.value}
                        Length: min=0 max=5
                        Value type: string {1-14.items.[].system.traits.value.[]} (45 different values)
                    [traditions] : array<string> {1-14.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {1-14.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x39)
                            occult (x21)
                            divine (x15)
                            primal (x31)
                    [integrated] : mixed
                [usage] : object {1-14.items.[].system.usage}
                    value : string {1-14.items.[].system.usage.value} (3 different values)
                        held-in-one-hand (x16)
                        held-in-one-plus-hands (x2)
                        held-in-two-hands (x1)
                [acBonus] : integer {1-14.items.[].system.acBonus} (3 different values)
                    1 (x3)
                    2 (x3)
                    3 (x2)
                [checkPenalty] : integer {1-14.items.[].system.checkPenalty} (2 different values)
                    -1 (x4)
                    -2 (x2)
                [dexCap] : integer {1-14.items.[].system.dexCap} (3 different values)
                    4 (x3)
                    3 (x1)
                    2 (x2)
                [speedPenalty] : integer {1-14.items.[].system.speedPenalty} (2 different values)
                    0 (x6)
                    -5 (x2)
                [strength] : integer {1-14.items.[].system.strength} (3 different values)
                    0 (x3)
                    1 (x1)
                    2 (x2)
                [stackGroup] : string {1-14.items.[].system.stackGroup} (3 different values)
                    arrows (x2)
                    bolts (x1)
                    slingBullets (x1)
                [uses] : object {1-14.items.[].system.uses}
                    autoDestroy : boolean {1-14.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {1-14.items.[].system.uses.max} (same value: 1)
                    value : integer {1-14.items.[].system.uses.value} (same value: 1)
                [attack] : object {1-14.items.[].system.attack}
                    value : string {1-14.items.[].system.attack.value} (same value: )
                [attackEffects] : object {1-14.items.[].system.attackEffects}
                    value : array<string> {1-14.items.[].system.attackEffects.value}
                        Length: min=0 max=2
                        Value type: string {1-14.items.[].system.attackEffects.value.[]} (2 different values)
                            knockdown (x3)
                            grab (x5)
                    [custom] : string {1-14.items.[].system.attackEffects.custom} (same value: )
                [damageRolls] : object {1-14.items.[].system.damageRolls}
                    [y7t3vn8h78mpbk02] : object {1-14.items.[].system.damageRolls.y7t3vn8h78mpbk02}
                        damage : string {1-14.items.[].system.damageRolls.y7t3vn8h78mpbk02.damage} (same value: 1d6 + 1)
                        damageType : string {1-14.items.[].system.damageRolls.y7t3vn8h78mpbk02.damageType} (same value: piercing)
                    [0] : object {1-14.items.[].system.damageRolls.0}
                        damage : string {1-14.items.[].system.damageRolls.0.damage} (2 different values)
                            1d8 (x5)
                            1d4+2 (x1)
                        damageType : string {1-14.items.[].system.damageRolls.0.damageType} (2 different values)
                            fire (x5)
                            slashing (x1)
                    [1] : object {1-14.items.[].system.damageRolls.1}
                        category : string {1-14.items.[].system.damageRolls.1.category} (same value: persistent)
                        damage : string {1-14.items.[].system.damageRolls.1.damage} (same value: 1)
                        damageType : string {1-14.items.[].system.damageRolls.1.damageType} (same value: fire)
                    [2] : object {1-14.items.[].system.damageRolls.2}
                        category : string {1-14.items.[].system.damageRolls.2.category} (same value: splash)
                        damage : string {1-14.items.[].system.damageRolls.2.damage} (same value: 1)
                        damageType : string {1-14.items.[].system.damageRolls.2.damageType} (same value: fire)
                    [rttj6nqvsfilhr9a] : object {1-14.items.[].system.damageRolls.rttj6nqvsfilhr9a}
                        damage : string {1-14.items.[].system.damageRolls.rttj6nqvsfilhr9a.damage} (same value: 1d6)
                        damageType : string {1-14.items.[].system.damageRolls.rttj6nqvsfilhr9a.damageType} (same value: piercing)
                    [x85h02e35cj8q9zc] : object {1-14.items.[].system.damageRolls.x85h02e35cj8q9zc}
                        damage : string {1-14.items.[].system.damageRolls.x85h02e35cj8q9zc.damage} (same value: 1d6 + 2)
                        damageType : string {1-14.items.[].system.damageRolls.x85h02e35cj8q9zc.damageType} (same value: piercing)
                    [hubm1qjup2js4hje] : object {1-14.items.[].system.damageRolls.hubm1qjup2js4hje}
                        damage : string {1-14.items.[].system.damageRolls.hubm1qjup2js4hje.damage} (same value: 1d6)
                        damageType : string {1-14.items.[].system.damageRolls.hubm1qjup2js4hje.damageType} (same value: piercing)
                    [d9mwnlp0szqx72r7gg4b] : object {1-14.items.[].system.damageRolls.d9mwnlp0szqx72r7gg4b}
                        damage : string {1-14.items.[].system.damageRolls.d9mwnlp0szqx72r7gg4b.damage} (same value: 1d6+3)
                        damageType : string {1-14.items.[].system.damageRolls.d9mwnlp0szqx72r7gg4b.damageType} (same value: piercing)
                    [ydpe8s9iufpcajaq94b0] : object {1-14.items.[].system.damageRolls.ydpe8s9iufpcajaq94b0}
                        damage : string {1-14.items.[].system.damageRolls.ydpe8s9iufpcajaq94b0.damage} (same value: 1)
                        damageType : string {1-14.items.[].system.damageRolls.ydpe8s9iufpcajaq94b0.damageType} (same value: fire)
                    [56hoiypcj8oc01vm5frb] : object {1-14.items.[].system.damageRolls.56hoiypcj8oc01vm5frb}
                        damage : string {1-14.items.[].system.damageRolls.56hoiypcj8oc01vm5frb.damage} (same value: 1d10+5)
                        damageType : string {1-14.items.[].system.damageRolls.56hoiypcj8oc01vm5frb.damageType} (same value: piercing)
                    [x14uww7s6xz7pkwifs59] : object {1-14.items.[].system.damageRolls.x14uww7s6xz7pkwifs59}
                        damage : string {1-14.items.[].system.damageRolls.x14uww7s6xz7pkwifs59.damage} (same value: 1)
                        damageType : string {1-14.items.[].system.damageRolls.x14uww7s6xz7pkwifs59.damageType} (same value: fire)
                    [r13xp1oryfse6t0c9w0g] : object {1-14.items.[].system.damageRolls.r13xp1oryfse6t0c9w0g}
                        damage : string {1-14.items.[].system.damageRolls.r13xp1oryfse6t0c9w0g.damage} (same value: 1d10+3)
                        damageType : string {1-14.items.[].system.damageRolls.r13xp1oryfse6t0c9w0g.damageType} (same value: piercing)
                    [p25wjbh2187t2tizhdnn] : object {1-14.items.[].system.damageRolls.p25wjbh2187t2tizhdnn}
                        damage : string {1-14.items.[].system.damageRolls.p25wjbh2187t2tizhdnn.damage} (same value: 1d8+3)
                        damageType : string {1-14.items.[].system.damageRolls.p25wjbh2187t2tizhdnn.damageType} (same value: slashing)
                    [fz0tc591mcke9lzxhnw0] : object {1-14.items.[].system.damageRolls.fz0tc591mcke9lzxhnw0}
                        damage : string {1-14.items.[].system.damageRolls.fz0tc591mcke9lzxhnw0.damage} (same value: 1d10+6)
                        damageType : string {1-14.items.[].system.damageRolls.fz0tc591mcke9lzxhnw0.damageType} (same value: piercing)
                    [m1wysn2pcdbtopo01wqp] : object {1-14.items.[].system.damageRolls.m1wysn2pcdbtopo01wqp}
                        damage : string {1-14.items.[].system.damageRolls.m1wysn2pcdbtopo01wqp.damage} (same value: 1d8+6)
                        damageType : string {1-14.items.[].system.damageRolls.m1wysn2pcdbtopo01wqp.damageType} (same value: slashing)
                    [y89zsw4fb6gye0w5lv4d] : object {1-14.items.[].system.damageRolls.y89zsw4fb6gye0w5lv4d}
                        damage : string {1-14.items.[].system.damageRolls.y89zsw4fb6gye0w5lv4d.damage} (same value: 1d6)
                        damageType : string {1-14.items.[].system.damageRolls.y89zsw4fb6gye0w5lv4d.damageType} (same value: slashing)
                    [58s8hkb119o909l7nm20] : object {1-14.items.[].system.damageRolls.58s8hkb119o909l7nm20}
                        damage : string {1-14.items.[].system.damageRolls.58s8hkb119o909l7nm20.damage} (same value: 1d6)
                        damageType : string {1-14.items.[].system.damageRolls.58s8hkb119o909l7nm20.damageType} (same value: slashing)
                    [htq8qguyjhots13g6ppy] : object {1-14.items.[].system.damageRolls.htq8qguyjhots13g6ppy}
                        damage : string {1-14.items.[].system.damageRolls.htq8qguyjhots13g6ppy.damage} (same value: 1d6-1)
                        damageType : string {1-14.items.[].system.damageRolls.htq8qguyjhots13g6ppy.damageType} (same value: slashing)
                    [q6izqjpdmzc5p9l8n49x] : object {1-14.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x}
                        damage : string {1-14.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x.damage} (same value: 1d4-1)
                        damageType : string {1-14.items.[].system.damageRolls.q6izqjpdmzc5p9l8n49x.damageType} (same value: bludgeoning)
                    [cxy93r9oz2a60nirflsd] : object {1-14.items.[].system.damageRolls.cxy93r9oz2a60nirflsd}
                        damage : string {1-14.items.[].system.damageRolls.cxy93r9oz2a60nirflsd.damage} (same value: 1d6)
                        damageType : string {1-14.items.[].system.damageRolls.cxy93r9oz2a60nirflsd.damageType} (same value: piercing)
                    [lbspac7kr5rrtmhliftl] : object {1-14.items.[].system.damageRolls.lbspac7kr5rrtmhliftl}
                        damage : string {1-14.items.[].system.damageRolls.lbspac7kr5rrtmhliftl.damage} (same value: 1d8)
                        damageType : string {1-14.items.[].system.damageRolls.lbspac7kr5rrtmhliftl.damageType} (same value: piercing)
                    [av8e3ms6pkhhnj0ym67j] : object {1-14.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j}
                        damage : string {1-14.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damage} (same value: 1d6+1)
                        damageType : string {1-14.items.[].system.damageRolls.av8e3ms6pkhhnj0ym67j.damageType} (same value: piercing)
                    [rhn0qyhqcmxkvirkr24o] : object {1-14.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o}
                        damage : string {1-14.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damage} (same value: 1d6+1)
                        damageType : string {1-14.items.[].system.damageRolls.rhn0qyhqcmxkvirkr24o.damageType} (same value: piercing)
                    [o31javx5ga7qa6o5eye1] : object {1-14.items.[].system.damageRolls.o31javx5ga7qa6o5eye1}
                        damage : string {1-14.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damage} (same value: 1d4)
                        damageType : string {1-14.items.[].system.damageRolls.o31javx5ga7qa6o5eye1.damageType} (same value: bludgeoning)
                    [tzgxd2prihpmcn24hhht] : object {1-14.items.[].system.damageRolls.tzgxd2prihpmcn24hhht}
                        damage : string {1-14.items.[].system.damageRolls.tzgxd2prihpmcn24hhht.damage} (same value: 1d10+3)
                        damageType : string {1-14.items.[].system.damageRolls.tzgxd2prihpmcn24hhht.damageType} (same value: piercing)
                    [df27ya009wjko6cvpcog] : object {1-14.items.[].system.damageRolls.df27ya009wjko6cvpcog}
                        damage : string {1-14.items.[].system.damageRolls.df27ya009wjko6cvpcog.damage} (same value: 1d6+3)
                        damageType : string {1-14.items.[].system.damageRolls.df27ya009wjko6cvpcog.damageType} (same value: slashing)
                    [lql3zka3rq4alfb4if6j] : object {1-14.items.[].system.damageRolls.lql3zka3rq4alfb4if6j}
                        damage : string {1-14.items.[].system.damageRolls.lql3zka3rq4alfb4if6j.damage} (same value: 1d10+6)
                        damageType : string {1-14.items.[].system.damageRolls.lql3zka3rq4alfb4if6j.damageType} (same value: piercing)
                    pf7am6557npr4tmqejtf : object {1-14.items.[].system.damageRolls.pf7am6557npr4tmqejtf}
                        damage : string {1-14.items.[].system.damageRolls.pf7am6557npr4tmqejtf.damage} (same value: 1d8+6)
                        damageType : string {1-14.items.[].system.damageRolls.pf7am6557npr4tmqejtf.damageType} (same value: slashing)
                [weaponType] : object {1-14.items.[].system.weaponType}
                    value : string {1-14.items.[].system.weaponType.value} (2 different values)
                        melee (x20)
                        ranged (x10)
                [actionType] : object {1-14.items.[].system.actionType}
                    value : string {1-14.items.[].system.actionType.value} (3 different values)
                        action (x18)
                        passive (x17)
                        reaction (x3)
                [actions] : object {1-14.items.[].system.actions}
                    [value] : integer {1-14.items.[].system.actions.value} (2 different values)
                        1 (x17)
                        3 (x1)
                [autoHeightenLevel] : object {1-14.items.[].system.autoHeightenLevel}
                    [value] : integer {1-14.items.[].system.autoHeightenLevel.value} (same value: 1)
                [prepared] : object {1-14.items.[].system.prepared}
                    [flexible] : boolean {1-14.items.[].system.prepared.flexible} (same value: False)
                    value : string {1-14.items.[].system.prepared.value} (3 different values)
                        prepared (x4)
                        focus (x2)
                        spontaneous (x1)
                [proficiency] : object {1-14.items.[].system.proficiency}
                    value : integer {1-14.items.[].system.proficiency.value} (same value: 0)
                [showSlotlessLevels] : object {1-14.items.[].system.showSlotlessLevels}
                    value : boolean {1-14.items.[].system.showSlotlessLevels.value} (same value: False)
                [slots] : object {1-14.items.[].system.slots}
                    [slot0] : object {1-14.items.[].system.slots.slot0}
                        max : integer {1-14.items.[].system.slots.slot0.max} (2 different values)
                            5 (x2)
                            4 (x2)
                        prepared : array<object> {1-14.items.[].system.slots.slot0.prepared}
                            Length: min=4 max=5
                            Value type: object {1-14.items.[].system.slots.slot0.prepared.[]}
                                id : string {1-14.items.[].system.slots.slot0.prepared.[].id} (18 different values)
                                    wu0AQLpA76oHsIDn (x1)
                                    sey5NBDoCLdeSBD6 (x1)
                                    c5s2U2HkNSxreiKW (x1)
                                    Zhk8eeZx2nKPKDAh (x1)
                                    Nh7J0fVCBQpduPHi (x1)
                                    wzIT2CyPaFCZpIbG (x1)
                                    UCfea7YJQ6CSv9ed (x1)
                                    6mVqkYONT7Czw6B9 (x1)
                                    f54uUT8cDUPZzvOs (x1)
                                    2VXvaXlHd2UylHYv (x1)
                                    8pig58c4p08fFs4m (x1)
                                    xDk48TslJDb5qZKK (x1)
                                    AFSREPA9eY9vl85i (x1)
                                    LWoEHi8dqnAPIOh5 (x1)
                                    Vp6aXfII3SPwPCg1 (x1)
                                    LCFv95aqtjP3P6h3 (x1)
                                    9nAzlP4X7BUzff60 (x1)
                                    v5zBqilPJpIWc819 (x1)
                    [slot1] : object {1-14.items.[].system.slots.slot1}
                        max : integer {1-14.items.[].system.slots.slot1.max} (2 different values)
                            3 (x4)
                            4 (x1)
                        [prepared] : array<object> {1-14.items.[].system.slots.slot1.prepared}
                            Length: min=3 max=3
                            Value type: object {1-14.items.[].system.slots.slot1.prepared.[]}
                                id : string {1-14.items.[].system.slots.slot1.prepared.[].id} (12 different values)
                                    yi4b3zw4yvHru0ZL (x1)
                                    g4q9o2RHJkvE3Pm7 (x1)
                                    mdrlCdRYr6UPUaUk (x1)
                                    f9nLCyk6GkXQ9LhC (x1)
                                    v7PdGM6DWuOv4VM3 (x1)
                                    j5zxXhzSLt5P5Gmh (x1)
                                    JGU5WuYY9vbbdxt1 (x1)
                                    5dHAX9e4LHJUKSMY (x1)
                                    vFhiAuEgHXDsoeN8 (x1)
                                    AnU00HAGnePB3Q3M (x1)
                                    cHJ5PHYaffIoJ723 (x1)
                                    5it2TsdM5Sz6AUDK (x1)
                        value : integer {1-14.items.[].system.slots.slot1.value} (same value: 4)
                    [slot2] : object {1-14.items.[].system.slots.slot2}
                        max : integer {1-14.items.[].system.slots.slot2.max} (3 different values)
                            2 (x1)
                            1 (x2)
                            3 (x1)
                        [prepared] : array<object> {1-14.items.[].system.slots.slot2.prepared}
                            Length: min=2 max=3
                            Value type: object {1-14.items.[].system.slots.slot2.prepared.[]}
                                id : string {1-14.items.[].system.slots.slot2.prepared.[].id} (5 different values)
                                    8fmkVeoB23QI2vCm (x1)
                                    rCZSm0G3p2ZtHEoG (x1)
                                    aSXE3Y0stkYLttSq (x1)
                                    1YdB6f8FqsE7g73m (x1)
                                    1ARCZAXNSpGIYHmQ (x1)
                        [value] : integer {1-14.items.[].system.slots.slot2.value} (same value: 1)
                [spelldc] : object {1-14.items.[].system.spelldc}
                    dc : integer {1-14.items.[].system.spelldc.dc} (4 different values)
                        17 (x1)
                        18 (x1)
                        16 (x2)
                        20 (x3)
                    mod : integer {1-14.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {1-14.items.[].system.spelldc.value} (3 different values)
                        9 (x1)
                        10 (x3)
                        8 (x3)
                [tradition] : object {1-14.items.[].system.tradition}
                    value : string {1-14.items.[].system.tradition.value} (2 different values)
                        arcane (x4)
                        primal (x3)
                [area] : object {1-14.items.[].system.area}
                    type : string {1-14.items.[].system.area.type} (3 different values)
                        cone (x2)
                        emanation (x5)
                        burst (x3)
                    value : integer {1-14.items.[].system.area.value} (4 different values)
                        15 (x2)
                        30 (x5)
                        10 (x2)
                        20 (x1)
                [cost] : object {1-14.items.[].system.cost}
                    value : string {1-14.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {1-14.items.[].system.counteraction} (2 different values)
                    False (x44)
                    True (x1)
                [defense] : object {1-14.items.[].system.defense}
                    save : object {1-14.items.[].system.defense.save}
                        basic : boolean {1-14.items.[].system.defense.save.basic} (2 different values)
                            False (x11)
                            True (x5)
                        statistic : string {1-14.items.[].system.defense.save.statistic} (3 different values)
                            will (x3)
                            reflex (x9)
                            fortitude (x4)
                [duration] : object {1-14.items.[].system.duration}
                    sustained : boolean {1-14.items.[].system.duration.sustained} (2 different values)
                        False (x39)
                        True (x6)
                    value : string {1-14.items.[].system.duration.value} (7 different values)
                        1 or more rounds (see below) (x2)
                         (x29)
                        1 minute (x8)
                        until the start of your next turn (x2)
                        until the end of your turn (x2)
                        varies (x1)
                        10 minutes (x1)
                [location] : object {1-14.items.[].system.location}
                    value : string {1-14.items.[].system.location.value} (7 different values)
                        xcU4wH9Kh9qQjew6 (x8)
                        w3JcPjoD5RybFKZ0 (x8)
                        JeQ69EuZKQHRtpAD (x9)
                        zZ46soG1VxBL9K1i (x1)
                        as1iNg29F4XNc86D (x10)
                        TLZ8ggN9Cl6bBY0i (x1)
                        Axg3G5azQ1xnZunc (x8)
                    [heightenedLevel] : integer {1-14.items.[].system.location.heightenedLevel} (same value: 1)
                [requirements] : string {1-14.items.[].system.requirements} (same value: )
                [target] : object {1-14.items.[].system.target}
                    value : string {1-14.items.[].system.target.value} (10 different values)
                         (x19)
                        1 or 2 creatures (x3)
                        1 object of Bulk 1 or less (x2)
                        1 unattended object of light Bulk or less (x3)
                        1 object (x2)
                        1 willing living creature or 1 undead (x2)
                        1 creature or unattended object (x2)
                        1 creature (x9)
                        1 dying creature (x2)
                        1 spell effect or unattended magic item (x1)
                [time] : object {1-14.items.[].system.time}
                    value : string {1-14.items.[].system.time.value} (6 different values)
                        2 (x32)
                        1 minute (x2)
                        1 (x4)
                        3 (x2)
                        1 to 3 (x3)
                        1 to 2 (x2)
                [heightening] : object {1-14.items.[].system.heightening}
                    [damage] : object {1-14.items.[].system.heightening.damage}
                        0 : string {1-14.items.[].system.heightening.damage.0} (4 different values)
                            1d4 (x5)
                            1d6 (x2)
                            1d8 (x2)
                            2d6 (x2)
                    [interval] : integer {1-14.items.[].system.heightening.interval} (same value: 1)
                    type : string {1-14.items.[].system.heightening.type} (2 different values)
                        interval (x11)
                        fixed (x6)
                    [levels] : object {1-14.items.[].system.heightening.levels}
                        [3] : object {1-14.items.[].system.heightening.levels.3}
                            target : object {1-14.items.[].system.heightening.levels.3.target}
                                value : string {1-14.items.[].system.heightening.levels.3.target.value} (2 different values)
                                    1 unattended object with a Bulk of 1 or less (x2)
                                    10 objects (x2)
                        [5] : object {1-14.items.[].system.heightening.levels.5}
                            range : object {1-14.items.[].system.heightening.levels.5.range}
                                value : string {1-14.items.[].system.heightening.levels.5.range.value} (same value: 60 feet)
                        [7] : object {1-14.items.[].system.heightening.levels.7}
                            target : object {1-14.items.[].system.heightening.levels.7.target}
                                value : string {1-14.items.[].system.heightening.levels.7.target.value} (same value: 1 unattended object with a Bulk of 2 or less)
                        [6] : object {1-14.items.[].system.heightening.levels.6}
                            target : object {1-14.items.[].system.heightening.levels.6.target}
                                value : string {1-14.items.[].system.heightening.levels.6.target.value} (same value: any number of objects)
                        4 : object {1-14.items.[].system.heightening.levels.4}
                            area : object {1-14.items.[].system.heightening.levels.4.area}
                                areaType : string {1-14.items.[].system.heightening.levels.4.area.areaType} (same value: burst)
                                value : string {1-14.items.[].system.heightening.levels.4.area.value} (same value: 20)
                            range : object {1-14.items.[].system.heightening.levels.4.range}
                                value : string {1-14.items.[].system.heightening.levels.4.range.value} (same value: 60 feet)
                [item] : object {1-14.items.[].system.item}
                    value : integer {1-14.items.[].system.item.value} (same value: 0)
                [overlays] : object {1-14.items.[].system.overlays}
                    37gy7l19tik74o4s : object {1-14.items.[].system.overlays.37gy7l19tik74o4s}
                        _id : string {1-14.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
                        name : string {1-14.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
                        overlayType : string {1-14.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
                        sort : integer {1-14.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
                        system : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system}
                            damage : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
                                0 : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
                                    formula : string {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
                                    kinds : array<string> {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
                            [defense] : mixed
                            heightening : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
                                damage : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
                                    0 : string {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
                            range : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.range}
                                value : string {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
                            time : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.time}
                                value : string {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
                            traits : object {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
                                value : array<string> {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
                                    Length: min=4 max=4
                                    Value type: string {1-14.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
                                        concentrate (x2)
                                        healing (x2)
                                        manipulate (x2)
                                        vitality (x2)
                    7qdtetowq348s9oc : object {1-14.items.[].system.overlays.7qdtetowq348s9oc}
                        _id : string {1-14.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
                        overlayType : string {1-14.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
                        sort : integer {1-14.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
                        system : object {1-14.items.[].system.overlays.7qdtetowq348s9oc.system}
                            range : object {1-14.items.[].system.overlays.7qdtetowq348s9oc.system.range}
                                value : string {1-14.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
                            time : object {1-14.items.[].system.overlays.7qdtetowq348s9oc.system.time}
                                value : string {1-14.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
                    7vbvdrv2cl87sqta : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta}
                        _id : string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
                        overlayType : string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
                        sort : integer {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
                        system : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system}
                            area : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
                                type : string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
                                value : integer {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
                            range : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
                                value : string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
                            target : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
                                value : string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
                            time : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
                                value : string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
                            traits : object {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
                                value : array<string> {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
                                    Length: min=4 max=4
                                    Value type: string {1-14.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
                                        concentrate (x2)
                                        healing (x2)
                                        manipulate (x2)
                                        vitality (x2)
                    lfxcoz2d3f8j2zq1 : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1}
                        _id : string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
                        name : string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
                        overlayType : string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
                        sort : integer {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
                        system : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
                            damage : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
                                0 : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
                                    kinds : array<string> {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
                            range : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
                                value : string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
                            target : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
                                value : string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
                            time : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
                                value : string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
                            traits : object {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
                                value : array<string> {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
                                    Length: min=4 max=4
                                    Value type: string {1-14.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
                                        concentrate (x2)
                                        healing (x2)
                                        manipulate (x2)
                                        vitality (x2)
                [frequency] : object {1-14.items.[].system.frequency}
                    max : integer {1-14.items.[].system.frequency.max} (same value: 1)
                    per : string {1-14.items.[].system.frequency.per} (same value: PT1H)
                [mod] : object {1-14.items.[].system.mod}
                    value : integer {1-14.items.[].system.mod.value} (same value: 10)
                [proficient] : object {1-14.items.[].system.proficient}
                    value : integer {1-14.items.[].system.proficient.value} (same value: 0)
            type : string {1-14.items.[].type} (10 different values)
                weapon (x14)
                armor (x6)
                consumable (x4)
                melee (x30)
                action (x38)
                spellcastingEntry (x7)
                spell (x45)
                shield (x2)
                lore (x1)
                equipment (x1)
            [flags] : object {1-14.items.[].flags}
                pf2e : object {1-14.items.[].flags.pf2e}
                    linkedWeapon : string {1-14.items.[].flags.pf2e.linkedWeapon} (14 different values)
                        4hbrsyfuOEKdInYB (x1)
                        h3Uq4kg1LDmEsZpc (x1)
                        wjLU4FODuEfv7xyF (x1)
                        4BvP5z0w2RzkPvVT (x1)
                        UUcWx0e6XvS02WC4 (x1)
                        iJ23DpyW26yqSyZv (x1)
                        SqgtFx8HqDtjWokb (x1)
                        39Mo2x5PgcPdMSMS (x1)
                        mAdLAm3BwhJOTVkd (x1)
                        5IzoN6IwHOIwWFf6 (x1)
                        kmEvA3Oqt3qLoHBy (x1)
                        dzri0n4zN4VQa655 (x2)
                        jcJjMvUhk0jLoIg1 (x1)
                        AnK2gnYD2Y0rrpYh (x1)
    name : string {1-14.name} (all different values)
    system : object {1-14.system}
        abilities : object {1-14.system.abilities}
            cha : object {1-14.system.abilities.cha}
                mod : integer {1-14.system.abilities.cha.mod} (6 different values)
                    1 (x4)
                    0 (x1)
                    -2 (x6)
                    2 (x2)
                    4 (x1)
                    -1 (x1)
            con : object {1-14.system.abilities.con}
                mod : integer {1-14.system.abilities.con.mod} (5 different values)
                    1 (x4)
                    2 (x5)
                    4 (x1)
                    0 (x3)
                    3 (x2)
            dex : object {1-14.system.abilities.dex}
                mod : integer {1-14.system.abilities.dex.mod} (4 different values)
                    4 (x6)
                    3 (x6)
                    2 (x1)
                    1 (x2)
            int : object {1-14.system.abilities.int}
                mod : integer {1-14.system.abilities.int.mod} (5 different values)
                    1 (x1)
                    0 (x5)
                    -2 (x5)
                    -4 (x1)
                    2 (x3)
            str : object {1-14.system.abilities.str}
                mod : integer {1-14.system.abilities.str.mod} (7 different values)
                    1 (x2)
                    2 (x5)
                    5 (x1)
                    4 (x2)
                    0 (x3)
                    -1 (x1)
                    3 (x1)
            wis : object {1-14.system.abilities.wis}
                mod : integer {1-14.system.abilities.wis.mod} (4 different values)
                    1 (x6)
                    2 (x5)
                    3 (x2)
                    4 (x2)
        attributes : object {1-14.system.attributes}
            ac : object {1-14.system.attributes.ac}
                details : string {1-14.system.attributes.ac.details} (same value: )
                value : integer {1-14.system.attributes.ac.value} (6 different values)
                    20 (x2)
                    17 (x3)
                    15 (x2)
                    18 (x3)
                    16 (x2)
                    19 (x3)
            allSaves : object {1-14.system.attributes.allSaves}
                value : string {1-14.system.attributes.allSaves.value} (2 different values)
                     (x13)
                    +1 vs. poison (x2)
            hp : object {1-14.system.attributes.hp}
                details : string {1-14.system.attributes.hp.details} (same value: )
                max : integer {1-14.system.attributes.hp.max} (12 different values)
                    22 (x1)
                    10 (x1)
                    24 (x2)
                    50 (x2)
                    20 (x1)
                    40 (x2)
                    36 (x1)
                    48 (x1)
                    25 (x1)
                    16 (x1)
                    8 (x1)
                    30 (x1)
                temp : integer {1-14.system.attributes.hp.temp} (same value: 0)
                value : integer {1-14.system.attributes.hp.value} (12 different values)
                    22 (x1)
                    10 (x1)
                    24 (x2)
                    50 (x2)
                    20 (x1)
                    40 (x2)
                    36 (x1)
                    48 (x1)
                    25 (x1)
                    16 (x1)
                    8 (x1)
                    30 (x1)
            speed : object {1-14.system.attributes.speed}
                otherSpeeds : array<object> {1-14.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {1-14.system.attributes.speed.otherSpeeds.[]}
                        type : string {1-14.system.attributes.speed.otherSpeeds.[].type} (same value: climb)
                        value : integer {1-14.system.attributes.speed.otherSpeeds.[].value} (same value: 20)
                value : integer {1-14.system.attributes.speed.value} (4 different values)
                    30 (x6)
                    35 (x3)
                    25 (x4)
                    20 (x2)
            [immunities] : array<object> {1-14.system.attributes.immunities}
                Length: min=6 max=6
                Value type: object {1-14.system.attributes.immunities.[]}
                    type : string {1-14.system.attributes.immunities.[].type} (6 different values)
                        death-effects (x1)
                        disease (x1)
                        mental (x1)
                        paralyzed (x1)
                        poison (x1)
                        unconscious (x1)
            [resistances] : array<object> {1-14.system.attributes.resistances}
                Length: min=1 max=5
                Value type: object {1-14.system.attributes.resistances.[]}
                    type : string {1-14.system.attributes.resistances.[].type} (6 different values)
                        cold (x1)
                        electricity (x1)
                        fire (x2)
                        piercing (x1)
                        slashing (x1)
                        poison (x2)
                    value : integer {1-14.system.attributes.resistances.[].value} (2 different values)
                        5 (x6)
                        2 (x2)
        details : object {1-14.system.details}
            blurb : string {1-14.system.details.blurb} (same value: )
            languages : object {1-14.system.details.languages}
                details : string {1-14.system.details.languages.details} (same value: )
                value : array<string> {1-14.system.details.languages.value}
                    Length: min=0 max=2
                    Value type: string {1-14.system.details.languages.value.[]} (2 different values)
                        common (x2)
                        draconic (x3)
            level : object {1-14.system.details.level}
                value : integer {1-14.system.details.level.value} (6 different values)
                    2 (x3)
                    0 (x1)
                    1 (x3)
                    3 (x4)
                    -1 (x2)
                    4 (x2)
            privateNotes : string {1-14.system.details.privateNotes} (same value: )
            publicNotes : string {1-14.system.details.publicNotes} (6 different values)
                 (x10)
                <p>The most common skeletal minions are mere guardians.</p> (x1)
                <p>Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.</p>
            <hr />
            <p>Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.</p>
            <p>Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.</p> (x1)
                <p>Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.</p>
            <hr />
            <p>Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.</p>
            <p>Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.</p> (x1)
                <p>The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don't, as a group, outnumber their enemies at least two to one.</p>
            <hr />
            <p>Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.</p>
            <p>Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.</p> (x1)
                <p>Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars.</p>
            <hr />
            <p>Few predators of the natural world can match the cat's talent for stalking and stealth.</p> (x1)
            publication : object {1-14.system.details.publication}
                license : string {1-14.system.details.publication.license} (same value: OGL)
                remaster : boolean {1-14.system.details.publication.remaster} (same value: False)
                title : string {1-14.system.details.publication.title} (same value: Pathfinder Society Scenario #1-14: Lions of Katapesh)
        initiative : object {1-14.system.initiative}
            statistic : string {1-14.system.initiative.statistic} (same value: perception)
        perception : object {1-14.system.perception}
            details : string {1-14.system.perception.details} (same value: )
            mod : integer {1-14.system.perception.mod} (9 different values)
                8 (x2)
                5 (x2)
                7 (x3)
                10 (x2)
                2 (x1)
                9 (x2)
                11 (x1)
                12 (x1)
                3 (x1)
            senses : array<object> {1-14.system.perception.senses}
                Length: min=0 max=2
                Value type: object {1-14.system.perception.senses.[]}
                    type : string {1-14.system.perception.senses.[].type} (3 different values)
                        low-light-vision (x9)
                        scent (x9)
                        darkvision (x4)
                    [acuity] : string {1-14.system.perception.senses.[].acuity} (same value: imprecise)
                    [range] : integer {1-14.system.perception.senses.[].range} (same value: 30)
        resources : object {1-14.system.resources}
            [focus] : object {1-14.system.resources.focus}
                max : integer {1-14.system.resources.focus.max} (same value: 1)
                value : integer {1-14.system.resources.focus.value} (same value: 1)
        saves : object {1-14.system.saves}
            fortitude : object {1-14.system.saves.fortitude}
                saveDetail : string {1-14.system.saves.fortitude.saveDetail} (same value: )
                value : integer {1-14.system.saves.fortitude.value} (8 different values)
                    5 (x2)
                    4 (x3)
                    6 (x2)
                    11 (x2)
                    2 (x1)
                    9 (x2)
                    10 (x2)
                    8 (x1)
            reflex : object {1-14.system.saves.reflex}
                saveDetail : string {1-14.system.saves.reflex.saveDetail} (same value: )
                value : integer {1-14.system.saves.reflex.value} (6 different values)
                    10 (x3)
                    7 (x4)
                    9 (x4)
                    8 (x2)
                    11 (x1)
                    6 (x1)
            will : object {1-14.system.saves.will}
                saveDetail : string {1-14.system.saves.will.saveDetail} (same value: )
                value : integer {1-14.system.saves.will.value} (8 different values)
                    5 (x5)
                    8 (x2)
                    2 (x1)
                    7 (x3)
                    9 (x1)
                    10 (x1)
                    6 (x1)
                    3 (x1)
        skills : object {1-14.system.skills}
            [acrobatics] : object {1-14.system.skills.acrobatics}
                base : integer {1-14.system.skills.acrobatics.base} (6 different values)
                    6 (x2)
                    4 (x2)
                    7 (x3)
                    8 (x4)
                    9 (x1)
                    5 (x2)
            [athletics] : object {1-14.system.skills.athletics}
                base : integer {1-14.system.skills.athletics.base} (6 different values)
                    5 (x3)
                    3 (x3)
                    12 (x2)
                    11 (x2)
                    4 (x1)
                    7 (x1)
            [intimidation] : object {1-14.system.skills.intimidation}
                base : integer {1-14.system.skills.intimidation.base} (4 different values)
                    6 (x2)
                    2 (x1)
                    7 (x1)
                    8 (x1)
            [stealth] : object {1-14.system.skills.stealth}
                base : integer {1-14.system.skills.stealth.base} (7 different values)
                    8 (x3)
                    6 (x1)
                    7 (x4)
                    10 (x2)
                    11 (x1)
                    4 (x1)
                    5 (x2)
                [special] : array<object> {1-14.system.skills.stealth.special}
                    Length: min=1 max=1
                    Value type: object {1-14.system.skills.stealth.special.[]}
                        base : integer {1-14.system.skills.stealth.special.[].base} (same value: 11)
                        label : string {1-14.system.skills.stealth.special.[].label} (same value: in undergrowth)
                        predicate : array<string> {1-14.system.skills.stealth.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {1-14.system.skills.stealth.special.[].predicate.[]} (same value: terrain:undergrowth)
            [survival] : object {1-14.system.skills.survival}
                base : integer {1-14.system.skills.survival.base} (4 different values)
                    7 (x2)
                    10 (x2)
                    9 (x1)
                    6 (x1)
            [arcana] : object {1-14.system.skills.arcana}
                base : integer {1-14.system.skills.arcana.base} (3 different values)
                    7 (x1)
                    8 (x1)
                    6 (x1)
            [diplomacy] : object {1-14.system.skills.diplomacy}
                base : integer {1-14.system.skills.diplomacy.base} (2 different values)
                    7 (x1)
                    8 (x2)
            [nature] : object {1-14.system.skills.nature}
                base : integer {1-14.system.skills.nature.base} (3 different values)
                    9 (x1)
                    10 (x1)
                    6 (x1)
            [deception] : object {1-14.system.skills.deception}
                base : integer {1-14.system.skills.deception.base} (same value: 8)
            [crafting] : object {1-14.system.skills.crafting}
                base : integer {1-14.system.skills.crafting.base} (2 different values)
                    3 (x1)
                    2 (x1)
                special : array<object> {1-14.system.skills.crafting.special}
                    Length: min=1 max=1
                    Value type: object {1-14.system.skills.crafting.special.[]}
                        base : integer {1-14.system.skills.crafting.special.[].base} (2 different values)
                            5 (x1)
                            4 (x1)
                        label : string {1-14.system.skills.crafting.special.[].label} (same value: traps)
                        predicate : array<string> {1-14.system.skills.crafting.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {1-14.system.skills.crafting.special.[].predicate.[]} (same value: trap)
        traits : object {1-14.system.traits}
            rarity : string {1-14.system.traits.rarity} (same value: common)
            size : object {1-14.system.traits.size}
                value : string {1-14.system.traits.size.value} (3 different values)
                    med (x5)
                    lg (x4)
                    sm (x6)
            value : array<string> {1-14.system.traits.value}
                Length: min=1 max=4
                Value type: string {1-14.system.traits.value.[]} (9 different values)
                    evil (x10)
                    human (x2)
                    humanoid (x5)
                    animal (x7)
                    undead (x1)
                    unholy (x1)
                    halfling (x2)
                    kobold (x3)
                    lawful (x3)
    type : string {1-14.type} (same value: npc)
    [prototypeToken] : object {1-14.prototypeToken}
        name : string {1-14.prototypeToken.name} (7 different values)
            Cinder Wolf (x2)
            Keff The Lion (x2)
            Kip The Druid (x2)
            Kobold Dragon Mage (x1)
            Kobold Scout (x1)
            Kobold Warrior (x1)
            Leopard (x1)