1-09
Different values: 8
=====================================
object {1-09}
    _id : string {1-09._id} (all different values)
    folder : string {1-09.folder} (same value: ZmK0JOxXFNP0PfUk)
    img : string {1-09.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {1-09.items}
        Length: min=4 max=10
        Value type: object {1-09.items.[]}
            _id : string {1-09.items.[]._id} (51 different values)
            [_stats] : object {1-09.items.[]._stats}
                compendiumSource : string {1-09.items.[]._stats.compendiumSource} (11 different values)
                    Compendium.pf2e.equipment-srd.Item.c58wczIzH2gzeXQL (x1)
                    Compendium.pf2e.equipment-srd.Item.JNt7GmLCCVz5BiEI (x1)
                    Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN (x1)
                    Compendium.pf2e.bestiary-family-ability-glossary.Item.DIYZNvVP28U2UnDb (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x2)
                    Compendium.pf2e.spells-srd.Item.vh1RpbWfqdNC4L3P (x2)
                    Compendium.pf2e.spells-srd.Item.wzctak6BxOW8xvFV (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x2)
                    Compendium.pf2e.equipment-srd.Item.FJrsDoaIXksVjld9 (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.VdSMQ6yRZ3YXNXHL (x1)
            img : string {1-09.items.[].img} (13 different values)
                icons/weapons/clubs/club-banded-brown.webp (x1)
                systems/pf2e/icons/equipment/weapons/javelin.webp (x1)
                icons/equipment/chest/breastplate-layered-leather-studded-brown.webp (x1)
                systems/pf2e/icons/default-icons/melee.svg (x16)
                systems/pf2e/icons/actions/Passive.webp (x16)
                systems/pf2e/icons/actions/OneAction.webp (x5)
                systems/pf2e/icons/default-icons/spellcastingEntry.svg (x2)
                icons/magic/earth/strike-fist-stone-light.webp (x2)
                icons/magic/unholy/silhouette-evil-horned-giant.webp (x2)
                systems/pf2e/icons/actions/TwoActions.webp (x2)
                systems/pf2e/icons/actions/Reaction.webp (x2)
                systems/pf2e/icons/equipment/weapons/trident.webp (x1)
                systems/pf2e/icons/actions/FreeAction.webp (x1)
            name : string {1-09.items.[].name} (29 different values)
            sort : integer {1-09.items.[].sort} (10 different values)
                100000 (x8)
                200000 (x8)
                300000 (x8)
                400000 (x8)
                500000 (x6)
                600000 (x4)
                700000 (x4)
                800000 (x2)
                900000 (x2)
                1000000 (x2)
            system : object {1-09.items.[].system}
                [baseItem] : string {1-09.items.[].system.baseItem} (4 different values)
                    club (x1)
                    javelin (x1)
                    studded-leather-armor (x1)
                    trident (x1)
                [bonus] : object {1-09.items.[].system.bonus}
                    value : integer {1-09.items.[].system.bonus.value} (9 different values)
                        0 (x3)
                        10 (x3)
                        6 (x1)
                        14 (x1)
                        13 (x4)
                        11 (x1)
                        17 (x2)
                        16 (x3)
                        8 (x1)
                [bonusDamage] : object {1-09.items.[].system.bonusDamage}
                    value : integer {1-09.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {1-09.items.[].system.bulk}
                    value : mixed
                        integer {1-09.items.[].system.bulk.value} (same value: 1)
                        float {1-09.items.[].system.bulk.value} (same value: 0,1)
                [category] : string {1-09.items.[].system.category} (6 different values)
                    simple (x2)
                    light (x1)
                    offensive (x14)
                    interaction (x6)
                    defensive (x6)
                    martial (x1)
                [containerId] : mixed
                [damage] : object {1-09.items.[].system.damage}
                    [damageType] : string {1-09.items.[].system.damage.damageType} (2 different values)
                        bludgeoning (x1)
                        piercing (x2)
                    [dice] : integer {1-09.items.[].system.damage.dice} (same value: 1)
                    [die] : string {1-09.items.[].system.damage.die} (2 different values)
                        d6 (x2)
                        d8 (x1)
                description : object {1-09.items.[].system.description}
                    value : string {1-09.items.[].system.description.value} (26 different values)
                [equipped] : object {1-09.items.[].system.equipped}
                    carryType : string {1-09.items.[].system.equipped.carryType} (2 different values)
                        held (x2)
                        worn (x2)
                    [handsHeld] : integer {1-09.items.[].system.equipped.handsHeld} (2 different values)
                        1 (x2)
                        0 (x1)
                    [invested] : mixed
                    [inSlot] : boolean {1-09.items.[].system.equipped.inSlot} (same value: True)
                [group] : string {1-09.items.[].system.group} (4 different values)
                    club (x1)
                    dart (x1)
                    leather (x1)
                    spear (x1)
                [hardness] : integer {1-09.items.[].system.hardness} (same value: 0)
                [hp] : object {1-09.items.[].system.hp}
                    max : integer {1-09.items.[].system.hp.max} (same value: 0)
                    value : integer {1-09.items.[].system.hp.value} (same value: 0)
                [level] : object {1-09.items.[].system.level}
                    value : integer {1-09.items.[].system.level.value} (3 different values)
                        0 (x4)
                        3 (x2)
                        2 (x2)
                [material] : object {1-09.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {1-09.items.[].system.price}
                    value : object {1-09.items.[].system.price.value}
                        [sp] : integer {1-09.items.[].system.price.value.sp} (same value: 1)
                        gp : integer {1-09.items.[].system.price.value.gp} (2 different values)
                            3 (x1)
                            1 (x1)
                publication : object {1-09.items.[].system.publication}
                    license : string {1-09.items.[].system.publication.license} (2 different values)
                        OGL (x50)
                        ORC (x2)
                    remaster : boolean {1-09.items.[].system.publication.remaster} (2 different values)
                        False (x50)
                        True (x2)
                    title : string {1-09.items.[].system.publication.title} (4 different values)
                         (x40)
                        Pathfinder Bestiary (x7)
                        Pathfinder Core Rulebook (x3)
                        Pathfinder Player Core (x2)
                [quantity] : integer {1-09.items.[].system.quantity} (2 different values)
                    1 (x3)
                    3 (x1)
                [range] : mixed
                    integer {1-09.items.[].system.range} (same value: 30)
                    object {1-09.items.[].system.range}
                        value : string {1-09.items.[].system.range.value} (2 different values)
                             (x2)
                            30 feet (x2)
                [reload] : object {1-09.items.[].system.reload}
                    value : string {1-09.items.[].system.reload.value} (same value: -)
                rules : ###FoundryRulesObject###
                [runes] : object {1-09.items.[].system.runes}
                    potency : integer {1-09.items.[].system.runes.potency} (same value: 0)
                    property : array<> {1-09.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {1-09.items.[].system.runes.striking} (same value: 0)
                    [resilient] : integer {1-09.items.[].system.runes.resilient} (same value: 0)
                [size] : string {1-09.items.[].system.size} (same value: med)
                [slug] : string {1-09.items.[].system.slug} (11 different values)
                    club (x1)
                    javelin (x1)
                    studded-leather-armor (x1)
                    siabrae-earth-glide (x2)
                    knockdown (x2)
                    meld-into-stone (x2)
                    enlarge (x2)
                    tremorsense (x2)
                    fast-healing (x2)
                    trident (x1)
                    wavesense (x1)
                [splashDamage] : object {1-09.items.[].system.splashDamage}
                    value : integer {1-09.items.[].system.splashDamage.value} (same value: 0)
                [traits] : object {1-09.items.[].system.traits}
                    rarity : string {1-09.items.[].system.traits.rarity} (same value: common)
                    value : array<string> {1-09.items.[].system.traits.value}
                        Length: min=0 max=4
                        Value type: string {1-09.items.[].system.traits.value.[]} (19 different values)
                            thrown-10 (x2)
                            thrown (x1)
                            reach-10 (x1)
                            thrown-30 (x1)
                            auditory (x1)
                            emotion (x1)
                            fear (x1)
                            mental (x2)
                            unarmed (x10)
                            concentrate (x6)
                            earth (x4)
                            manipulate (x4)
                            polymorph (x2)
                            arcane (x2)
                            agile (x3)
                            attack (x2)
                            aura (x2)
                            thrown-20 (x2)
                            rage (x1)
                    [traditions] : array<string> {1-09.items.[].system.traits.traditions}
                        Length: min=2 max=2
                        Value type: string {1-09.items.[].system.traits.traditions.[]} (2 different values)
                            arcane (x4)
                            primal (x4)
                [usage] : object {1-09.items.[].system.usage}
                    value : string {1-09.items.[].system.usage.value} (same value: held-in-one-hand)
                [acBonus] : integer {1-09.items.[].system.acBonus} (same value: 2)
                [checkPenalty] : integer {1-09.items.[].system.checkPenalty} (same value: -1)
                [dexCap] : integer {1-09.items.[].system.dexCap} (same value: 3)
                [speedPenalty] : integer {1-09.items.[].system.speedPenalty} (same value: 0)
                [strength] : integer {1-09.items.[].system.strength} (same value: 1)
                [attack] : object {1-09.items.[].system.attack}
                    value : string {1-09.items.[].system.attack.value} (same value: )
                [attackEffects] : object {1-09.items.[].system.attackEffects}
                    [custom] : string {1-09.items.[].system.attackEffects.custom} (same value: )
                    value : array<string> {1-09.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {1-09.items.[].system.attackEffects.value.[]} (2 different values)
                            tongue-grab (x1)
                            knockdown (x2)
                [damageRolls] : object {1-09.items.[].system.damageRolls}
                    [rcutywhow3ru4ao82j1d] : object {1-09.items.[].system.damageRolls.rcutywhow3ru4ao82j1d}
                        damage : string {1-09.items.[].system.damageRolls.rcutywhow3ru4ao82j1d.damage} (same value: 1d6+6)
                        damageType : string {1-09.items.[].system.damageRolls.rcutywhow3ru4ao82j1d.damageType} (same value: bludgeoning)
                    [zblmbl142y858gc9w829] : object {1-09.items.[].system.damageRolls.zblmbl142y858gc9w829}
                        damage : string {1-09.items.[].system.damageRolls.zblmbl142y858gc9w829.damage} (same value: 1d6+4)
                        damageType : string {1-09.items.[].system.damageRolls.zblmbl142y858gc9w829.damageType} (same value: piercing)
                    [0ttxks84tizclbomhlkl] : object {1-09.items.[].system.damageRolls.0ttxks84tizclbomhlkl}
                        damage : string {1-09.items.[].system.damageRolls.0ttxks84tizclbomhlkl.damage} (same value: 1d6+6)
                        damageType : string {1-09.items.[].system.damageRolls.0ttxks84tizclbomhlkl.damageType} (same value: bludgeoning)
                    [4wpuqrx5d0fu04e2o5i9] : object {1-09.items.[].system.damageRolls.4wpuqrx5d0fu04e2o5i9}
                        damage : string {1-09.items.[].system.damageRolls.4wpuqrx5d0fu04e2o5i9.damage} (2 different values)
                            2d10+8 (x1)
                            1d10+6 (x1)
                        damageType : string {1-09.items.[].system.damageRolls.4wpuqrx5d0fu04e2o5i9.damageType} (same value: piercing)
                    [qoxcnbydpzicbuwdslms] : object {1-09.items.[].system.damageRolls.qoxcnbydpzicbuwdslms}
                        damage : string {1-09.items.[].system.damageRolls.qoxcnbydpzicbuwdslms.damage} (same value: 2d8+5)
                        damageType : string {1-09.items.[].system.damageRolls.qoxcnbydpzicbuwdslms.damageType} (same value: bludgeoning)
                    [gfzhc4pstixvjzcxkd9p] : object {1-09.items.[].system.damageRolls.gfzhc4pstixvjzcxkd9p}
                        damage : string {1-09.items.[].system.damageRolls.gfzhc4pstixvjzcxkd9p.damage} (same value: 2d8+5)
                        damageType : string {1-09.items.[].system.damageRolls.gfzhc4pstixvjzcxkd9p.damageType} (same value: piercing)
                    [2v7tgt10iiop3d61yg6p] : object {1-09.items.[].system.damageRolls.2v7tgt10iiop3d61yg6p}
                        damage : string {1-09.items.[].system.damageRolls.2v7tgt10iiop3d61yg6p.damage} (same value: 2d6+5)
                        damageType : string {1-09.items.[].system.damageRolls.2v7tgt10iiop3d61yg6p.damageType} (same value: slashing)
                    [6z92kwkgnduzf4qznmvd] : object {1-09.items.[].system.damageRolls.6z92kwkgnduzf4qznmvd}
                        damage : string {1-09.items.[].system.damageRolls.6z92kwkgnduzf4qznmvd.damage} (same value: 2d8+8)
                        damageType : string {1-09.items.[].system.damageRolls.6z92kwkgnduzf4qznmvd.damageType} (same value: piercing)
                    [k4xfpbenv48q6mqmshbn] : object {1-09.items.[].system.damageRolls.k4xfpbenv48q6mqmshbn}
                        damage : string {1-09.items.[].system.damageRolls.k4xfpbenv48q6mqmshbn.damage} (same value: 2d6+8)
                        damageType : string {1-09.items.[].system.damageRolls.k4xfpbenv48q6mqmshbn.damageType} (same value: slashing)
                    [5sigmrnlspnytqhdesv5] : object {1-09.items.[].system.damageRolls.5sigmrnlspnytqhdesv5}
                        damage : string {1-09.items.[].system.damageRolls.5sigmrnlspnytqhdesv5.damage} (same value: 1d8+10)
                        damageType : string {1-09.items.[].system.damageRolls.5sigmrnlspnytqhdesv5.damageType} (same value: piercing)
                    [qu3zrc2iy9lvq9p39qr1] : object {1-09.items.[].system.damageRolls.qu3zrc2iy9lvq9p39qr1}
                        damage : string {1-09.items.[].system.damageRolls.qu3zrc2iy9lvq9p39qr1.damage} (same value: 1d6+8)
                        damageType : string {1-09.items.[].system.damageRolls.qu3zrc2iy9lvq9p39qr1.damageType} (same value: slashing)
                    [x8bmn0lzm4kzxjhi27mz] : object {1-09.items.[].system.damageRolls.x8bmn0lzm4kzxjhi27mz}
                        damage : string {1-09.items.[].system.damageRolls.x8bmn0lzm4kzxjhi27mz.damage} (same value: 1d8+8)
                        damageType : string {1-09.items.[].system.damageRolls.x8bmn0lzm4kzxjhi27mz.damageType} (same value: piercing)
                    [brv47hfeqedmpdo9no6v] : object {1-09.items.[].system.damageRolls.brv47hfeqedmpdo9no6v}
                        damage : string {1-09.items.[].system.damageRolls.brv47hfeqedmpdo9no6v.damage} (same value: 1d8+10)
                        damageType : string {1-09.items.[].system.damageRolls.brv47hfeqedmpdo9no6v.damageType} (same value: piercing)
                    k5katjrxbdm4e24r6ooz : object {1-09.items.[].system.damageRolls.k5katjrxbdm4e24r6ooz}
                        damage : string {1-09.items.[].system.damageRolls.k5katjrxbdm4e24r6ooz.damage} (same value: 1d6+4)
                        damageType : string {1-09.items.[].system.damageRolls.k5katjrxbdm4e24r6ooz.damageType} (same value: bludgeoning)
                [weaponType] : object {1-09.items.[].system.weaponType}
                    value : string {1-09.items.[].system.weaponType.value} (2 different values)
                        melee (x13)
                        ranged (x3)
                [actionType] : object {1-09.items.[].system.actionType}
                    value : string {1-09.items.[].system.actionType.value} (4 different values)
                        passive (x16)
                        action (x7)
                        reaction (x2)
                        free (x1)
                [actions] : object {1-09.items.[].system.actions}
                    [value] : integer {1-09.items.[].system.actions.value} (2 different values)
                        1 (x5)
                        2 (x2)
                [autoHeightenLevel] : object {1-09.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {1-09.items.[].system.prepared}
                    flexible : boolean {1-09.items.[].system.prepared.flexible} (same value: False)
                    value : string {1-09.items.[].system.prepared.value} (same value: innate)
                [proficiency] : object {1-09.items.[].system.proficiency}
                    value : integer {1-09.items.[].system.proficiency.value} (same value: 0)
                [showSlotlessLevels] : object {1-09.items.[].system.showSlotlessLevels}
                    value : boolean {1-09.items.[].system.showSlotlessLevels.value} (same value: False)
                [slots] : object {1-09.items.[].system.slots}
                    slot2 : object {1-09.items.[].system.slots.slot2}
                        max : integer {1-09.items.[].system.slots.slot2.max} (same value: 1)
                        value : integer {1-09.items.[].system.slots.slot2.value} (same value: 1)
                    slot3 : object {1-09.items.[].system.slots.slot3}
                        max : integer {1-09.items.[].system.slots.slot3.max} (same value: 1)
                        value : integer {1-09.items.[].system.slots.slot3.value} (same value: 1)
                [spelldc] : object {1-09.items.[].system.spelldc}
                    dc : integer {1-09.items.[].system.spelldc.dc} (2 different values)
                        20 (x1)
                        17 (x1)
                    mod : integer {1-09.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {1-09.items.[].system.spelldc.value} (2 different values)
                        12 (x1)
                        9 (x1)
                    item : integer {1-09.items.[].system.spelldc.item} (same value: 0)
                [tradition] : object {1-09.items.[].system.tradition}
                    value : string {1-09.items.[].system.tradition.value} (same value: arcane)
                [area] : mixed
                [cost] : object {1-09.items.[].system.cost}
                    value : string {1-09.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {1-09.items.[].system.counteraction} (same value: False)
                [defense] : mixed
                [duration] : object {1-09.items.[].system.duration}
                    sustained : boolean {1-09.items.[].system.duration.sustained} (same value: False)
                    value : string {1-09.items.[].system.duration.value} (2 different values)
                        10 minutes (x2)
                        5 minutes (x2)
                [location] : object {1-09.items.[].system.location}
                    heightenedLevel : integer {1-09.items.[].system.location.heightenedLevel} (2 different values)
                        3 (x2)
                        2 (x2)
                    value : string {1-09.items.[].system.location.value} (2 different values)
                        0ODRWW0GDLgdkkZj (x2)
                        BCgHNkpKqEiYb0Kr (x2)
                [requirements] : string {1-09.items.[].system.requirements} (same value: )
                [target] : object {1-09.items.[].system.target}
                    value : string {1-09.items.[].system.target.value} (2 different values)
                         (x2)
                        1 willing creature (x2)
                [time] : object {1-09.items.[].system.time}
                    value : string {1-09.items.[].system.time.value} (same value: 2)
                [heightening] : object {1-09.items.[].system.heightening}
                    levels : object {1-09.items.[].system.heightening.levels}
                        6 : object {1-09.items.[].system.heightening.levels.6}
                            target : object {1-09.items.[].system.heightening.levels.6.target}
                                value : string {1-09.items.[].system.heightening.levels.6.target.value} (same value: 10 willing creatures)
                    type : string {1-09.items.[].system.heightening.type} (same value: fixed)
                [selfEffect] : object {1-09.items.[].system.selfEffect}
                    name : string {1-09.items.[].system.selfEffect.name} (same value: Effect: Blood Frenzy)
                    uuid : string {1-09.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Blood Frenzy)
            type : string {1-09.items.[].type} (6 different values)
                weapon (x3)
                armor (x1)
                melee (x16)
                action (x26)
                spellcastingEntry (x2)
                spell (x4)
            [flags] : object {1-09.items.[].flags}
                pf2e : object {1-09.items.[].flags.pf2e}
                    linkedWeapon : string {1-09.items.[].flags.pf2e.linkedWeapon} (3 different values)
                        ouN8yYrLIh9oRsNL (x2)
                        WyHLxLFTE4TB1Utp (x1)
                        7hVcyzyPGsgva9CU (x2)
    name : string {1-09.name} (all different values)
    [prototypeToken] : object {1-09.prototypeToken}
        name : string {1-09.prototypeToken.name} (2 different values)
            Boggard Warrior (x1)
            Paravaax (x2)
    system : object {1-09.system}
        abilities : object {1-09.system.abilities}
            cha : object {1-09.system.abilities.cha}
                mod : integer {1-09.system.abilities.cha.mod} (4 different values)
                    1 (x1)
                    -1 (x4)
                    -2 (x2)
                    0 (x1)
            con : object {1-09.system.abilities.con}
                mod : integer {1-09.system.abilities.con.mod} (4 different values)
                    4 (x3)
                    3 (x2)
                    5 (x2)
                    2 (x1)
            dex : object {1-09.system.abilities.dex}
                mod : integer {1-09.system.abilities.dex.mod} (6 different values)
                    0 (x1)
                    -1 (x2)
                    -2 (x2)
                    2 (x1)
                    3 (x1)
                    1 (x1)
            int : object {1-09.system.abilities.int}
                mod : integer {1-09.system.abilities.int.mod} (4 different values)
                    -1 (x1)
                    -4 (x2)
                    -2 (x4)
                    0 (x1)
            str : object {1-09.system.abilities.str}
                mod : integer {1-09.system.abilities.str.mod} (3 different values)
                    4 (x4)
                    5 (x3)
                    6 (x1)
            wis : object {1-09.system.abilities.wis}
                mod : integer {1-09.system.abilities.wis.mod} (4 different values)
                    2 (x3)
                    3 (x3)
                    1 (x1)
                    0 (x1)
        attributes : object {1-09.system.attributes}
            ac : object {1-09.system.attributes.ac}
                details : string {1-09.system.attributes.ac.details} (same value: )
                value : integer {1-09.system.attributes.ac.value} (7 different values)
                    17 (x1)
                    22 (x2)
                    21 (x1)
                    19 (x1)
                    25 (x1)
                    23 (x1)
                    14 (x1)
            allSaves : object {1-09.system.attributes.allSaves}
                value : string {1-09.system.attributes.allSaves.value} (same value: )
            hp : object {1-09.system.attributes.hp}
                details : string {1-09.system.attributes.hp.details} (3 different values)
                     (x6)
                    fast healing 4 (while within Paravaax's aura) (x1)
                    fast healing 2 (while in Paravaax's aura) (x1)
                max : integer {1-09.system.attributes.hp.max} (all different values)
                temp : integer {1-09.system.attributes.hp.temp} (same value: 0)
                value : integer {1-09.system.attributes.hp.value} (all different values)
            speed : object {1-09.system.attributes.speed}
                [details] : string {1-09.system.attributes.speed.details} (2 different values)
                    swamp stride (x1)
                    earth glide (x2)
                otherSpeeds : array<object> {1-09.system.attributes.speed.otherSpeeds}
                    Length: min=1 max=2
                    Value type: object {1-09.system.attributes.speed.otherSpeeds.[]}
                        type : string {1-09.system.attributes.speed.otherSpeeds.[].type} (3 different values)
                            swim (x2)
                            burrow (x4)
                            fly (x4)
                        value : integer {1-09.system.attributes.speed.otherSpeeds.[].value} (5 different values)
                            25 (x1)
                            20 (x4)
                            15 (x2)
                            40 (x2)
                            35 (x1)
                value : integer {1-09.system.attributes.speed.value} (3 different values)
                    20 (x3)
                    30 (x2)
                    25 (x3)
            [immunities] : array<object> {1-09.system.attributes.immunities}
                Length: min=4 max=4
                Value type: object {1-09.system.attributes.immunities.[]}
                    type : string {1-09.system.attributes.immunities.[].type} (4 different values)
                        bleed (x4)
                        paralyzed (x4)
                        poison (x4)
                        sleep (x4)
            [resistances] : array<object> {1-09.system.attributes.resistances}
                Length: min=1 max=1
                Value type: object {1-09.system.attributes.resistances.[]}
                    exceptions : array<string> {1-09.system.attributes.resistances.[].exceptions}
                        Length: min=1 max=1
                        Value type: string {1-09.system.attributes.resistances.[].exceptions.[]} (same value: adamantine)
                    type : string {1-09.system.attributes.resistances.[].type} (same value: physical)
                    value : integer {1-09.system.attributes.resistances.[].value} (2 different values)
                        7 (x1)
                        10 (x1)
        details : object {1-09.system.details}
            blurb : string {1-09.system.details.blurb} (2 different values)
                 (x6)
                Variant sod hound (x2)
            languages : object {1-09.system.details.languages}
                details : string {1-09.system.details.languages.details} (2 different values)
                     (x7)
                    shark commune 150 feet (x1)
                value : array<string> {1-09.system.details.languages.value}
                    Length: min=0 max=2
                    Value type: string {1-09.system.details.languages.value.[]} (4 different values)
                        boggard (x1)
                        petran (x4)
                        common (x2)
                        thalassic (x1)
            level : object {1-09.system.details.level}
                value : integer {1-09.system.details.level.value} (6 different values)
                    2 (x1)
                    5 (x2)
                    4 (x2)
                    3 (x1)
                    7 (x1)
                    1 (x1)
            privateNotes : string {1-09.system.details.privateNotes} (same value: )
            publicNotes : string {1-09.system.details.publicNotes} (2 different values)
                <p>Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.</p>
            <hr />
            <p>Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.</p> (x1)
                 (x7)
            publication : object {1-09.system.details.publication}
                license : string {1-09.system.details.publication.license} (same value: OGL)
                remaster : boolean {1-09.system.details.publication.remaster} (same value: False)
                title : string {1-09.system.details.publication.title} (same value: Pathfinder Society Scenario #1-09: Star-Crossed Voyages)
        initiative : object {1-09.system.initiative}
            statistic : string {1-09.system.initiative.statistic} (same value: perception)
        perception : object {1-09.system.perception}
            details : string {1-09.system.perception.details} (2 different values)
                 (x6)
                metal sense (imprecise) 60 feet (x2)
            mod : integer {1-09.system.perception.mod} (6 different values)
                8 (x1)
                12 (x2)
                9 (x2)
                11 (x1)
                14 (x1)
                3 (x1)
            senses : array<object> {1-09.system.perception.senses}
                Length: min=1 max=2
                Value type: object {1-09.system.perception.senses.[]}
                    type : string {1-09.system.perception.senses.[].type} (3 different values)
                        darkvision (x8)
                        tremorsense (x2)
                        wavesense (x1)
                    [acuity] : string {1-09.system.perception.senses.[].acuity} (same value: imprecise)
                    [range] : integer {1-09.system.perception.senses.[].range} (same value: 30)
        resources : object {1-09.system.resources}
            [focus] : object {1-09.system.resources.focus}
                max : integer {1-09.system.resources.focus.max} (same value: 1)
                value : integer {1-09.system.resources.focus.value} (same value: 1)
        saves : object {1-09.system.saves}
            fortitude : object {1-09.system.saves.fortitude}
                saveDetail : string {1-09.system.saves.fortitude.saveDetail} (same value: )
                value : integer {1-09.system.saves.fortitude.value} (7 different values)
                    10 (x1)
                    15 (x2)
                    13 (x1)
                    12 (x1)
                    16 (x1)
                    18 (x1)
                    9 (x1)
            reflex : object {1-09.system.saves.reflex}
                saveDetail : string {1-09.system.saves.reflex.saveDetail} (same value: )
                value : integer {1-09.system.saves.reflex.value} (6 different values)
                    5 (x1)
                    8 (x1)
                    6 (x2)
                    11 (x1)
                    13 (x2)
                    3 (x1)
            will : object {1-09.system.saves.will}
                saveDetail : string {1-09.system.saves.will.saveDetail} (same value: )
                value : integer {1-09.system.saves.will.value} (7 different values)
                    8 (x1)
                    9 (x1)
                    10 (x1)
                    7 (x1)
                    11 (x2)
                    14 (x1)
                    3 (x1)
        skills : object {1-09.system.skills}
            athletics : object {1-09.system.skills.athletics}
                base : integer {1-09.system.skills.athletics.base} (5 different values)
                    8 (x1)
                    14 (x3)
                    13 (x2)
                    16 (x1)
                    7 (x1)
                [special] : array<object> {1-09.system.skills.athletics.special}
                    Length: min=1 max=1
                    Value type: object {1-09.system.skills.athletics.special.[]}
                        base : integer {1-09.system.skills.athletics.special.[].base} (same value: 17)
                        label : string {1-09.system.skills.athletics.special.[].label} (same value: to swim)
                        predicate : array<string> {1-09.system.skills.athletics.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {1-09.system.skills.athletics.special.[].predicate.[]} (same value: action:swim)
            [intimidation] : object {1-09.system.skills.intimidation}
                base : integer {1-09.system.skills.intimidation.base} (2 different values)
                    5 (x1)
                    11 (x1)
            [stealth] : object {1-09.system.skills.stealth}
                base : integer {1-09.system.skills.stealth.base} (3 different values)
                    6 (x1)
                    11 (x1)
                    17 (x1)
                [special] : array<object> {1-09.system.skills.stealth.special}
                    Length: min=1 max=1
                    Value type: object {1-09.system.skills.stealth.special.[]}
                        base : integer {1-09.system.skills.stealth.special.[].base} (same value: 8)
                        label : string {1-09.system.skills.stealth.special.[].label} (same value: in water)
                        predicate : array<string> {1-09.system.skills.stealth.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {1-09.system.skills.stealth.special.[].predicate.[]} (same value: terrain:water)
            [survival] : object {1-09.system.skills.survival}
                base : integer {1-09.system.skills.survival.base} (3 different values)
                    12 (x1)
                    9 (x1)
                    11 (x1)
                [special] : array<object> {1-09.system.skills.survival.special}
                    Length: min=1 max=1
                    Value type: object {1-09.system.skills.survival.special.[]}
                        base : integer {1-09.system.skills.survival.special.[].base} (2 different values)
                            14 (x1)
                            11 (x1)
                        label : string {1-09.system.skills.survival.special.[].label} (same value: to track)
                        predicate : array<string> {1-09.system.skills.survival.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {1-09.system.skills.survival.special.[].predicate.[]} (same value: action:track)
            [acrobatics] : object {1-09.system.skills.acrobatics}
                base : integer {1-09.system.skills.acrobatics.base} (2 different values)
                    11 (x1)
                    15 (x1)
        traits : object {1-09.system.traits}
            rarity : string {1-09.system.traits.rarity} (same value: common)
            size : object {1-09.system.traits.size}
                value : string {1-09.system.traits.size.value} (2 different values)
                    med (x4)
                    sm (x4)
            value : array<string> {1-09.system.traits.value}
                Length: min=2 max=5
                Value type: string {1-09.system.traits.value.[]} (10 different values)
                    amphibious (x2)
                    boggard (x1)
                    chaotic (x3)
                    evil (x4)
                    humanoid (x2)
                    earth (x6)
                    elemental (x4)
                    beast (x2)
                    lawful (x1)
                    sea-devil (x1)
    type : string {1-09.type} (same value: npc)