1-10 Different values: 2 ===================================== object {1-10} _id : string {1-10._id} (all different values) folder : string {1-10.folder} (same value: OvRD9Mz3So2LRlFj) img : string {1-10.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {1-10.items} Length: min=6 max=6 Value type: object {1-10.items.[]} _id : string {1-10.items.[]._id} (12 different values) W0vMaBvGpr2XX2NT (x1) slsMmF8mzJy4wk9t (x1) TZaavqeujukw7kS6 (x1) bx6K2TyP0v8pDNv2 (x1) 1LBXc3ulH9FB6m6u (x1) lO3JL8v9dkcE4QCe (x1) wICruJiIDIwHUA2Z (x1) kfBQV8RuDyXehQaN (x1) mUvOIm2z6ES27Pzu (x1) vSdNGYtVD1Xw1F5Z (x1) HduILld1A7oTXnvA (x1) 4VUtbJq8ScOOq5FV (x1) img : string {1-10.items.[].img} (4 different values) systems/pf2e/icons/default-icons/melee.svg (x4) systems/pf2e/icons/actions/Reaction.webp (x2) systems/pf2e/icons/actions/OneAction.webp (x4) systems/pf2e/icons/actions/TwoActions.webp (x2) name : string {1-10.items.[].name} (6 different values) Jaws (x2) Claw (x2) Attack of Opportunity (x2) Mauling Throw (x2) Rush (x2) Grab (x2) sort : integer {1-10.items.[].sort} (6 different values) 100000 (x2) 200000 (x2) 300000 (x2) 400000 (x2) 500000 (x2) 600000 (x2) system : object {1-10.items.[].system} [attack] : object {1-10.items.[].system.attack} value : string {1-10.items.[].system.attack.value} (same value: ) [attackEffects] : object {1-10.items.[].system.attackEffects} value : array {1-10.items.[].system.attackEffects.value} Length: min=0 max=1 Value type: string {1-10.items.[].system.attackEffects.value.[]} (same value: grab) [bonus] : object {1-10.items.[].system.bonus} value : integer {1-10.items.[].system.bonus.value} (all different values) [damageRolls] : object {1-10.items.[].system.damageRolls} [28l286kc5yi2xrt9ekmy] : object {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy} damage : string {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy.damage} (same value: 2d6+7) damageType : string {1-10.items.[].system.damageRolls.28l286kc5yi2xrt9ekmy.damageType} (same value: piercing) [44ncw0ctxvs3orsw4dwa] : object {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa} damage : string {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa.damage} (same value: 1d12+7) damageType : string {1-10.items.[].system.damageRolls.44ncw0ctxvs3orsw4dwa.damageType} (same value: slashing) [rkttgx90yhkbrfiqiayt] : object {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt} damage : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damage} (same value: 2d6+4) damageType : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damageType} (same value: piercing) 56d85po2fe8btdg0akso : object {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso} damage : string {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso.damage} (same value: 1d12+4) damageType : string {1-10.items.[].system.damageRolls.56d85po2fe8btdg0akso.damageType} (same value: slashing) description : object {1-10.items.[].system.description} value : string {1-10.items.[].system.description.value} (6 different values) (x4)

@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]

(x2)

Requirements The giant short-faced bear has a creature grabbed


Effect The giant short-faced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.

(x1)

The giant short-faced bear Strides and makes a Strike at the end of that movement. During the Stride, the giant short-faced bear gains a +10-foot circumstance bonus to its Speed.

(x2)

@Localize[PF2E.NPC.Abilities.Glossary.Grab]

(x2)

Requirements The giant short-faced bear has a creature grabbed


Effect The giant shortfaced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.

(x1) publication : object {1-10.items.[].system.publication} license : string {1-10.items.[].system.publication.license} (same value: OGL) remaster : boolean {1-10.items.[].system.publication.remaster} (same value: False) title : string {1-10.items.[].system.publication.title} (all different values) rules : ###FoundryRulesObject### [slug] : string {1-10.items.[].system.slug} (all different values) traits : object {1-10.items.[].system.traits} rarity : string {1-10.items.[].system.traits.rarity} (same value: common) value : array {1-10.items.[].system.traits.value} Length: min=0 max=3 Value type: string {1-10.items.[].system.traits.value.[]} (4 different values) unarmed (x4) agile (x2) reach (x2) attack (x2) [weaponType] : object {1-10.items.[].system.weaponType} value : string {1-10.items.[].system.weaponType.value} (same value: melee) [actionType] : object {1-10.items.[].system.actionType} value : string {1-10.items.[].system.actionType.value} (all different values) [actions] : object {1-10.items.[].system.actions} [value] : integer {1-10.items.[].system.actions.value} (all different values) [category] : string {1-10.items.[].system.category} (all different values) type : string {1-10.items.[].type} (all different values) [_stats] : object {1-10.items.[]._stats} compendiumSource : string {1-10.items.[]._stats.compendiumSource} (all different values) name : string {1-10.name} (all different values) system : object {1-10.system} abilities : object {1-10.system.abilities} cha : object {1-10.system.abilities.cha} mod : integer {1-10.system.abilities.cha.mod} (same value: -2) con : object {1-10.system.abilities.con} mod : integer {1-10.system.abilities.con.mod} (all different values) dex : object {1-10.system.abilities.dex} mod : integer {1-10.system.abilities.dex.mod} (all different values) int : object {1-10.system.abilities.int} mod : integer {1-10.system.abilities.int.mod} (same value: -4) str : object {1-10.system.abilities.str} mod : integer {1-10.system.abilities.str.mod} (all different values) wis : object {1-10.system.abilities.wis} mod : integer {1-10.system.abilities.wis.mod} (all different values) attributes : object {1-10.system.attributes} ac : object {1-10.system.attributes.ac} details : string {1-10.system.attributes.ac.details} (same value: ) value : integer {1-10.system.attributes.ac.value} (all different values) allSaves : object {1-10.system.attributes.allSaves} value : string {1-10.system.attributes.allSaves.value} (same value: ) hp : object {1-10.system.attributes.hp} details : string {1-10.system.attributes.hp.details} (same value: ) max : integer {1-10.system.attributes.hp.max} (all different values) temp : integer {1-10.system.attributes.hp.temp} (same value: 0) value : integer {1-10.system.attributes.hp.value} (all different values) speed : object {1-10.system.attributes.speed} otherSpeeds : array<> {1-10.system.attributes.speed.otherSpeeds} Length: min=0 max=0 Value type: mixed value : integer {1-10.system.attributes.speed.value} (same value: 45) details : object {1-10.system.details} blurb : string {1-10.system.details.blurb} (same value: ) languages : object {1-10.system.details.languages} details : string {1-10.system.details.languages.details} (same value: ) value : array<> {1-10.system.details.languages.value} Length: min=0 max=0 Value type: mixed level : object {1-10.system.details.level} value : integer {1-10.system.details.level.value} (all different values) privateNotes : string {1-10.system.details.privateNotes} (same value: ) publicNotes : string {1-10.system.details.publicNotes} (same value: ) publication : object {1-10.system.details.publication} license : string {1-10.system.details.publication.license} (same value: OGL) remaster : boolean {1-10.system.details.publication.remaster} (same value: False) title : string {1-10.system.details.publication.title} (same value: Pathfinder Society Scenario #1-10: Tarnbreaker's Trail) initiative : object {1-10.system.initiative} statistic : string {1-10.system.initiative.statistic} (same value: perception) perception : object {1-10.system.perception} details : string {1-10.system.perception.details} (same value: ) mod : integer {1-10.system.perception.mod} (all different values) senses : array {1-10.system.perception.senses} Length: min=2 max=2 Value type: object {1-10.system.perception.senses.[]} type : string {1-10.system.perception.senses.[].type} (all different values) [acuity] : string {1-10.system.perception.senses.[].acuity} (same value: imprecise) [range] : integer {1-10.system.perception.senses.[].range} (same value: 30) resources : object {1-10.system.resources} saves : object {1-10.system.saves} fortitude : object {1-10.system.saves.fortitude} saveDetail : string {1-10.system.saves.fortitude.saveDetail} (same value: ) value : integer {1-10.system.saves.fortitude.value} (all different values) reflex : object {1-10.system.saves.reflex} saveDetail : string {1-10.system.saves.reflex.saveDetail} (same value: ) value : integer {1-10.system.saves.reflex.value} (all different values) will : object {1-10.system.saves.will} saveDetail : string {1-10.system.saves.will.saveDetail} (same value: ) value : integer {1-10.system.saves.will.value} (all different values) skills : object {1-10.system.skills} athletics : object {1-10.system.skills.athletics} base : integer {1-10.system.skills.athletics.base} (all different values) survival : object {1-10.system.skills.survival} base : integer {1-10.system.skills.survival.base} (all different values) traits : object {1-10.system.traits} rarity : string {1-10.system.traits.rarity} (same value: common) size : object {1-10.system.traits.size} value : string {1-10.system.traits.size.value} (same value: lg) value : array {1-10.system.traits.value} Length: min=1 max=1 Value type: string {1-10.system.traits.value.[]} (same value: animal) type : string {1-10.type} (same value: npc)