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Pf2eDataScrapper/output/pf2e/packs/3-13.txt
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3-13
Different values: 25
=====================================
object {3-13}
_id : string {3-13._id} (all different values)
folder : string {3-13.folder} (same value: JnoQxR2MZezXqo7E)
img : string {3-13.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
items : array<object> {3-13.items}
Length: min=2 max=15
Value type: object {3-13.items.[]}
_id : string {3-13.items.[]._id} (110 different values)
[_stats] : object {3-13.items.[]._stats}
compendiumSource : string {3-13.items.[]._stats.compendiumSource} (35 different values)
img : string {3-13.items.[].img} (27 different values)
name : string {3-13.items.[].name} (84 different values)
sort : integer {3-13.items.[].sort} (15 different values)
100000 (x25)
200000 (x25)
300000 (x24)
400000 (x19)
500000 (x16)
600000 (x15)
700000 (x12)
800000 (x11)
900000 (x8)
1000000 (x6)
1100000 (x5)
1200000 (x5)
1300000 (x4)
1400000 (x2)
1500000 (x2)
system : object {3-13.items.[].system}
[baseItem] : string {3-13.items.[].system.baseItem} (7 different values)
dagger (x2)
sickle (x1)
chain-shirt (x1)
steel-shield (x1)
blunderbuss (x1)
shortsword (x1)
studded-leather-armor (x1)
[bonus] : object {3-13.items.[].system.bonus}
value : integer {3-13.items.[].system.bonus.value} (9 different values)
0 (x5)
11 (x8)
10 (x9)
12 (x4)
15 (x1)
14 (x9)
13 (x1)
8 (x2)
17 (x5)
[bonusDamage] : object {3-13.items.[].system.bonusDamage}
value : integer {3-13.items.[].system.bonusDamage.value} (same value: 0)
[bulk] : object {3-13.items.[].system.bulk}
value : mixed
float {3-13.items.[].system.bulk.value} (same value: 0,1)
integer {3-13.items.[].system.bulk.value} (2 different values)
1 (x3)
2 (x1)
[category] : string {3-13.items.[].system.category} (6 different values)
simple (x3)
light (x2)
offensive (x52)
interaction (x15)
defensive (x27)
martial (x2)
[containerId] : mixed
[damage] : object {3-13.items.[].system.damage}
[damageType] : string {3-13.items.[].system.damage.damageType} (2 different values)
piercing (x4)
slashing (x1)
[dice] : integer {3-13.items.[].system.damage.dice} (same value: 1)
[die] : string {3-13.items.[].system.damage.die} (3 different values)
d4 (x3)
d8 (x1)
d6 (x1)
[0] : object {3-13.items.[].system.damage.0}
[category] : mixed
formula : string {3-13.items.[].system.damage.0.formula} (2 different values)
3d4 (x1)
2d10 (x4)
kinds : array<string> {3-13.items.[].system.damage.0.kinds}
Length: min=1 max=1
Value type: string {3-13.items.[].system.damage.0.kinds.[]} (same value: damage)
materials : array<> {3-13.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {3-13.items.[].system.damage.0.type} (2 different values)
piercing (x1)
sonic (x4)
description : object {3-13.items.[].system.description}
value : string {3-13.items.[].system.description.value} (77 different values)
[equipped] : object {3-13.items.[].system.equipped}
carryType : string {3-13.items.[].system.equipped.carryType} (2 different values)
held (x4)
worn (x4)
[handsHeld] : integer {3-13.items.[].system.equipped.handsHeld} (2 different values)
1 (x4)
0 (x1)
[invested] : mixed
[inSlot] : boolean {3-13.items.[].system.equipped.inSlot} (same value: True)
[group] : string {3-13.items.[].system.group} (5 different values)
knife (x3)
chain (x1)
firearm (x1)
sword (x1)
leather (x1)
[hardness] : integer {3-13.items.[].system.hardness} (2 different values)
0 (x7)
5 (x1)
[hp] : object {3-13.items.[].system.hp}
max : integer {3-13.items.[].system.hp.max} (2 different values)
0 (x7)
20 (x1)
value : integer {3-13.items.[].system.hp.value} (2 different values)
0 (x7)
20 (x1)
[level] : object {3-13.items.[].system.level}
value : integer {3-13.items.[].system.level.value} (5 different values)
0 (x8)
3 (x6)
2 (x16)
1 (x6)
4 (x4)
[material] : object {3-13.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {3-13.items.[].system.price}
value : object {3-13.items.[].system.price.value}
[sp] : integer {3-13.items.[].system.price.value.sp} (2 different values)
2 (x3)
9 (x1)
[gp] : integer {3-13.items.[].system.price.value.gp} (4 different values)
5 (x1)
2 (x1)
8 (x1)
3 (x1)
publication : object {3-13.items.[].system.publication}
license : string {3-13.items.[].system.publication.license} (same value: OGL)
remaster : boolean {3-13.items.[].system.publication.remaster} (same value: False)
title : string {3-13.items.[].system.publication.title} (5 different values)
Pathfinder Core Rulebook (x13)
(x135)
Pathfinder Bestiary (x26)
Pathfinder Guns & Gears (x1)
Pathfinder Bestiary 2 (x4)
[quantity] : integer {3-13.items.[].system.quantity} (2 different values)
1 (x6)
2 (x2)
[range] : mixed
integer {3-13.items.[].system.range} (same value: 40)
object {3-13.items.[].system.range}
value : string {3-13.items.[].system.range.value} (5 different values)
120 feet (x2)
60 feet (x2)
(x10)
30 feet (x14)
touch (x4)
[reload] : object {3-13.items.[].system.reload}
value : string {3-13.items.[].system.reload.value} (3 different values)
- (x2)
(x2)
1 (x1)
rules : ###FoundryRulesObject###
[runes] : object {3-13.items.[].system.runes}
[potency] : integer {3-13.items.[].system.runes.potency} (same value: 0)
[property] : array<> {3-13.items.[].system.runes.property}
Length: min=0 max=0
Value type: mixed
[striking] : integer {3-13.items.[].system.runes.striking} (same value: 0)
[resilient] : integer {3-13.items.[].system.runes.resilient} (same value: 0)
[reinforcing] : integer {3-13.items.[].system.runes.reinforcing} (same value: 0)
[size] : string {3-13.items.[].system.size} (same value: med)
[slug] : string {3-13.items.[].system.slug} (37 different values)
[splashDamage] : object {3-13.items.[].system.splashDamage}
value : integer {3-13.items.[].system.splashDamage.value} (same value: 0)
[traits] : object {3-13.items.[].system.traits}
rarity : string {3-13.items.[].system.traits.rarity} (2 different values)
common (x172)
uncommon (x1)
value : array<string> {3-13.items.[].system.traits.value}
Length: min=0 max=5
Value type: string {3-13.items.[].system.traits.value.[]} (52 different values)
[integrated] : mixed
[traditions] : array<string> {3-13.items.[].system.traits.traditions}
Length: min=1 max=4
Value type: string {3-13.items.[].system.traits.traditions.[]} (4 different values)
arcane (x24)
primal (x14)
occult (x26)
divine (x16)
[usage] : object {3-13.items.[].system.usage}
value : string {3-13.items.[].system.usage.value} (2 different values)
held-in-one-hand (x4)
held-in-two-hands (x1)
[acBonus] : integer {3-13.items.[].system.acBonus} (same value: 2)
[checkPenalty] : integer {3-13.items.[].system.checkPenalty} (same value: -1)
[dexCap] : integer {3-13.items.[].system.dexCap} (same value: 3)
[speedPenalty] : integer {3-13.items.[].system.speedPenalty} (same value: 0)
[strength] : integer {3-13.items.[].system.strength} (same value: 1)
[attack] : object {3-13.items.[].system.attack}
value : string {3-13.items.[].system.attack.value} (same value: )
[attackEffects] : object {3-13.items.[].system.attackEffects}
[custom] : string {3-13.items.[].system.attackEffects.custom} (same value: )
value : array<string> {3-13.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {3-13.items.[].system.attackEffects.value.[]} (7 different values)
grab (x3)
ghast-ghast-fever (x2)
ghast-paralysis (x4)
grimstalker-sap (x1)
cumbersome-mutation (x2)
curse-of-the-werebat (x1)
curse-of-the-weretiger (x1)
[damageRolls] : object {3-13.items.[].system.damageRolls}
[en1yefg9lp7964kbandu] : object {3-13.items.[].system.damageRolls.en1yefg9lp7964kbandu}
damage : string {3-13.items.[].system.damageRolls.en1yefg9lp7964kbandu.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.en1yefg9lp7964kbandu.damageType} (same value: piercing)
[mc0k726x123cckh2fauj] : object {3-13.items.[].system.damageRolls.mc0k726x123cckh2fauj}
damage : string {3-13.items.[].system.damageRolls.mc0k726x123cckh2fauj.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.mc0k726x123cckh2fauj.damageType} (same value: slashing)
[zobltkuh8ujdpw5jgbyt] : object {3-13.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt}
damage : string {3-13.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.zobltkuh8ujdpw5jgbyt.damageType} (same value: piercing)
[0] : object {3-13.items.[].system.damageRolls.0}
damage : string {3-13.items.[].system.damageRolls.0.damage} (4 different values)
1d8+4 (x3)
2d10+4 (x1)
2d10+7 (x3)
1d6+4 (x1)
damageType : string {3-13.items.[].system.damageRolls.0.damageType} (3 different values)
fire (x2)
slashing (x5)
bludgeoning (x1)
[1] : object {3-13.items.[].system.damageRolls.1}
category : string {3-13.items.[].system.damageRolls.1.category} (same value: persistent)
damage : string {3-13.items.[].system.damageRolls.1.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.1.damageType} (same value: fire)
[lhflr40jwajii990myjj] : object {3-13.items.[].system.damageRolls.lhflr40jwajii990myjj}
damage : string {3-13.items.[].system.damageRolls.lhflr40jwajii990myjj.damage} (same value: 1d6+3)
damageType : string {3-13.items.[].system.damageRolls.lhflr40jwajii990myjj.damageType} (same value: bludgeoning)
[nodz91aqdxgcfjql5myh] : object {3-13.items.[].system.damageRolls.nodz91aqdxgcfjql5myh}
damage : string {3-13.items.[].system.damageRolls.nodz91aqdxgcfjql5myh.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.nodz91aqdxgcfjql5myh.damageType} (same value: fire)
[4jqnr0heq8dqkk8mf4ls] : object {3-13.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls}
damage : string {3-13.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damage} (same value: 1d8+3)
damageType : string {3-13.items.[].system.damageRolls.4jqnr0heq8dqkk8mf4ls.damageType} (same value: slashing)
[1yvhmiz8kvoth476kstq] : object {3-13.items.[].system.damageRolls.1yvhmiz8kvoth476kstq}
damage : string {3-13.items.[].system.damageRolls.1yvhmiz8kvoth476kstq.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.1yvhmiz8kvoth476kstq.damageType} (same value: fire)
[r1uqovmc77iwe1jgxsu5] : object {3-13.items.[].system.damageRolls.r1uqovmc77iwe1jgxsu5}
damage : string {3-13.items.[].system.damageRolls.r1uqovmc77iwe1jgxsu5.damage} (same value: 1d6+5)
damageType : string {3-13.items.[].system.damageRolls.r1uqovmc77iwe1jgxsu5.damageType} (same value: piercing)
[m14kmi92hkr6ja8hi7mh] : object {3-13.items.[].system.damageRolls.m14kmi92hkr6ja8hi7mh}
damage : string {3-13.items.[].system.damageRolls.m14kmi92hkr6ja8hi7mh.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.m14kmi92hkr6ja8hi7mh.damageType} (same value: fire)
[8gmxmz9cfir54e9yeczw] : object {3-13.items.[].system.damageRolls.8gmxmz9cfir54e9yeczw}
damage : string {3-13.items.[].system.damageRolls.8gmxmz9cfir54e9yeczw.damage} (same value: 1d8+3)
damageType : string {3-13.items.[].system.damageRolls.8gmxmz9cfir54e9yeczw.damageType} (same value: piercing)
[rqzyhwhkzf8kaywuo0k8] : object {3-13.items.[].system.damageRolls.rqzyhwhkzf8kaywuo0k8}
damage : string {3-13.items.[].system.damageRolls.rqzyhwhkzf8kaywuo0k8.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.rqzyhwhkzf8kaywuo0k8.damageType} (same value: fire)
[oah2drarovo3s87t3akp] : object {3-13.items.[].system.damageRolls.oah2drarovo3s87t3akp}
damage : string {3-13.items.[].system.damageRolls.oah2drarovo3s87t3akp.damage} (same value: 1d6+5)
damageType : string {3-13.items.[].system.damageRolls.oah2drarovo3s87t3akp.damageType} (same value: piercing)
[35tvlmnbp3gxuakha4e4] : object {3-13.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4}
damage : string {3-13.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4.damage} (same value: 1d4+5)
damageType : string {3-13.items.[].system.damageRolls.35tvlmnbp3gxuakha4e4.damageType} (same value: slashing)
[49nzw4e8c9rn1n9gpid8] : object {3-13.items.[].system.damageRolls.49nzw4e8c9rn1n9gpid8}
damage : string {3-13.items.[].system.damageRolls.49nzw4e8c9rn1n9gpid8.damage} (same value: 2d6+7)
damageType : string {3-13.items.[].system.damageRolls.49nzw4e8c9rn1n9gpid8.damageType} (same value: slashing)
[dts3catsuqb8lnksuy69] : object {3-13.items.[].system.damageRolls.dts3catsuqb8lnksuy69}
damage : string {3-13.items.[].system.damageRolls.dts3catsuqb8lnksuy69.damage} (same value: 1d4+6)
damageType : string {3-13.items.[].system.damageRolls.dts3catsuqb8lnksuy69.damageType} (same value: piercing)
[tzgxd2prihpmcn24hhht] : object {3-13.items.[].system.damageRolls.tzgxd2prihpmcn24hhht}
damage : string {3-13.items.[].system.damageRolls.tzgxd2prihpmcn24hhht.damage} (same value: 1d10+3)
damageType : string {3-13.items.[].system.damageRolls.tzgxd2prihpmcn24hhht.damageType} (same value: piercing)
[df27ya009wjko6cvpcog] : object {3-13.items.[].system.damageRolls.df27ya009wjko6cvpcog}
damage : string {3-13.items.[].system.damageRolls.df27ya009wjko6cvpcog.damage} (same value: 1d6+3)
damageType : string {3-13.items.[].system.damageRolls.df27ya009wjko6cvpcog.damageType} (same value: slashing)
[wy1yold13inb06yq31dv] : object {3-13.items.[].system.damageRolls.wy1yold13inb06yq31dv}
damage : string {3-13.items.[].system.damageRolls.wy1yold13inb06yq31dv.damage} (2 different values)
1d12+4 (x1)
1d12+7 (x2)
damageType : string {3-13.items.[].system.damageRolls.wy1yold13inb06yq31dv.damageType} (same value: piercing)
[v2bqqivt6qrkf3k308q5] : object {3-13.items.[].system.damageRolls.v2bqqivt6qrkf3k308q5}
damage : string {3-13.items.[].system.damageRolls.v2bqqivt6qrkf3k308q5.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.v2bqqivt6qrkf3k308q5.damageType} (same value: cold)
[7zwdybwda7dc26tht1a4] : object {3-13.items.[].system.damageRolls.7zwdybwda7dc26tht1a4}
damage : string {3-13.items.[].system.damageRolls.7zwdybwda7dc26tht1a4.damage} (2 different values)
1d8+4 (x1)
1d8+7 (x2)
damageType : string {3-13.items.[].system.damageRolls.7zwdybwda7dc26tht1a4.damageType} (same value: slashing)
[iui2z2enlmzcet3rejmr] : object {3-13.items.[].system.damageRolls.iui2z2enlmzcet3rejmr}
damage : string {3-13.items.[].system.damageRolls.iui2z2enlmzcet3rejmr.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.iui2z2enlmzcet3rejmr.damageType} (same value: cold)
[7qs5idqk51cyqrdossm1] : object {3-13.items.[].system.damageRolls.7qs5idqk51cyqrdossm1}
damage : string {3-13.items.[].system.damageRolls.7qs5idqk51cyqrdossm1.damage} (same value: 1d10+5)
damageType : string {3-13.items.[].system.damageRolls.7qs5idqk51cyqrdossm1.damageType} (same value: piercing)
[afw854mi4ui6f02xhxld] : object {3-13.items.[].system.damageRolls.afw854mi4ui6f02xhxld}
damage : string {3-13.items.[].system.damageRolls.afw854mi4ui6f02xhxld.damage} (same value: 2d10)
damageType : string {3-13.items.[].system.damageRolls.afw854mi4ui6f02xhxld.damageType} (same value: untyped)
[tukgkrwngoemy7mdbf6t] : object {3-13.items.[].system.damageRolls.tukgkrwngoemy7mdbf6t}
damage : string {3-13.items.[].system.damageRolls.tukgkrwngoemy7mdbf6t.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.tukgkrwngoemy7mdbf6t.damageType} (same value: spirit)
[kipmtwodsed50rlt45qs] : object {3-13.items.[].system.damageRolls.kipmtwodsed50rlt45qs}
damage : string {3-13.items.[].system.damageRolls.kipmtwodsed50rlt45qs.damage} (same value: 1d6+2)
damageType : string {3-13.items.[].system.damageRolls.kipmtwodsed50rlt45qs.damageType} (same value: piercing)
[he8gjk0bcahztpjxor7g] : object {3-13.items.[].system.damageRolls.he8gjk0bcahztpjxor7g}
damage : string {3-13.items.[].system.damageRolls.he8gjk0bcahztpjxor7g.damage} (same value: 1d4+2)
damageType : string {3-13.items.[].system.damageRolls.he8gjk0bcahztpjxor7g.damageType} (same value: piercing)
[8wu53v250mtw3o5sq7ie] : object {3-13.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie}
damage : string {3-13.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie.damageType} (same value: spirit)
[9z52eizaa2o4op0w0gw6] : object {3-13.items.[].system.damageRolls.9z52eizaa2o4op0w0gw6}
damage : string {3-13.items.[].system.damageRolls.9z52eizaa2o4op0w0gw6.damage} (same value: 1d6)
damageType : string {3-13.items.[].system.damageRolls.9z52eizaa2o4op0w0gw6.damageType} (same value: cold)
[vikvzg6wtfj86wfyoeuz] : object {3-13.items.[].system.damageRolls.vikvzg6wtfj86wfyoeuz}
damage : string {3-13.items.[].system.damageRolls.vikvzg6wtfj86wfyoeuz.damage} (same value: 2d10+4)
damageType : string {3-13.items.[].system.damageRolls.vikvzg6wtfj86wfyoeuz.damageType} (same value: piercing)
[oud3aa1nxae0d193kd8i] : object {3-13.items.[].system.damageRolls.oud3aa1nxae0d193kd8i}
damage : string {3-13.items.[].system.damageRolls.oud3aa1nxae0d193kd8i.damage} (same value: 1d4)
damageType : string {3-13.items.[].system.damageRolls.oud3aa1nxae0d193kd8i.damageType} (same value: spirit)
[75692ru4cojuuqc3btob] : object {3-13.items.[].system.damageRolls.75692ru4cojuuqc3btob}
damage : string {3-13.items.[].system.damageRolls.75692ru4cojuuqc3btob.damage} (same value: 2d6+7)
damageType : string {3-13.items.[].system.damageRolls.75692ru4cojuuqc3btob.damageType} (same value: piercing)
r31xw9h9do0qewmtzmic : object {3-13.items.[].system.damageRolls.r31xw9h9do0qewmtzmic}
damage : string {3-13.items.[].system.damageRolls.r31xw9h9do0qewmtzmic.damage} (same value: 2d4+7)
damageType : string {3-13.items.[].system.damageRolls.r31xw9h9do0qewmtzmic.damageType} (same value: slashing)
[weaponType] : object {3-13.items.[].system.weaponType}
value : string {3-13.items.[].system.weaponType.value} (2 different values)
melee (x32)
ranged (x7)
[actionType] : object {3-13.items.[].system.actionType}
value : string {3-13.items.[].system.actionType.value} (3 different values)
passive (x56)
action (x35)
reaction (x3)
[actions] : object {3-13.items.[].system.actions}
[value] : integer {3-13.items.[].system.actions.value} (2 different values)
2 (x3)
1 (x32)
[autoHeightenLevel] : object {3-13.items.[].system.autoHeightenLevel}
[value] : mixed
[prepared] : object {3-13.items.[].system.prepared}
flexible : boolean {3-13.items.[].system.prepared.flexible} (same value: False)
value : string {3-13.items.[].system.prepared.value} (same value: innate)
[proficiency] : object {3-13.items.[].system.proficiency}
value : integer {3-13.items.[].system.proficiency.value} (same value: 0)
[slots] : object {3-13.items.[].system.slots}
slot0 : object {3-13.items.[].system.slots.slot0}
max : integer {3-13.items.[].system.slots.slot0.max} (same value: 1)
value : integer {3-13.items.[].system.slots.slot0.value} (same value: 1)
slot2 : object {3-13.items.[].system.slots.slot2}
max : integer {3-13.items.[].system.slots.slot2.max} (same value: 2)
prepared : array<object> {3-13.items.[].system.slots.slot2.prepared}
Length: min=1 max=1
Value type: object {3-13.items.[].system.slots.slot2.prepared.[]}
id : string {3-13.items.[].system.slots.slot2.prepared.[].id} (same value: Fguymv62kMAEpnCV)
value : integer {3-13.items.[].system.slots.slot2.value} (same value: 2)
slot3 : object {3-13.items.[].system.slots.slot3}
max : integer {3-13.items.[].system.slots.slot3.max} (same value: 2)
prepared : array<object> {3-13.items.[].system.slots.slot3.prepared}
Length: min=2 max=2
Value type: object {3-13.items.[].system.slots.slot3.prepared.[]}
id : string {3-13.items.[].system.slots.slot3.prepared.[].id} (2 different values)
9HXvQsJ7lR5cN4y0 (x4)
WjxmwCfPQIg1n3EQ (x4)
value : integer {3-13.items.[].system.slots.slot3.value} (same value: 2)
slot4 : object {3-13.items.[].system.slots.slot4}
max : integer {3-13.items.[].system.slots.slot4.max} (same value: 1)
prepared : array<object> {3-13.items.[].system.slots.slot4.prepared}
Length: min=1 max=1
Value type: object {3-13.items.[].system.slots.slot4.prepared.[]}
id : string {3-13.items.[].system.slots.slot4.prepared.[].id} (same value: yWJo9HroCfH34xwJ)
value : integer {3-13.items.[].system.slots.slot4.value} (same value: 1)
[spelldc] : object {3-13.items.[].system.spelldc}
dc : integer {3-13.items.[].system.spelldc.dc} (2 different values)
22 (x1)
23 (x5)
mod : integer {3-13.items.[].system.spelldc.mod} (same value: 0)
value : integer {3-13.items.[].system.spelldc.value} (3 different values)
14 (x1)
13 (x1)
15 (x4)
item : integer {3-13.items.[].system.spelldc.item} (same value: 0)
[tradition] : object {3-13.items.[].system.tradition}
value : string {3-13.items.[].system.tradition.value} (3 different values)
primal (x1)
occult (x1)
divine (x4)
[area] : object {3-13.items.[].system.area}
[details] : string {3-13.items.[].system.area.details} (same value: all squares in a 20-foot-radius burst that contain plants)
type : string {3-13.items.[].system.area.type} (2 different values)
burst (x5)
emanation (x4)
value : integer {3-13.items.[].system.area.value} (3 different values)
20 (x1)
10 (x4)
30 (x4)
[cost] : object {3-13.items.[].system.cost}
value : string {3-13.items.[].system.cost.value} (same value: )
[counteraction] : boolean {3-13.items.[].system.counteraction} (same value: False)
[defense] : object {3-13.items.[].system.defense}
save : object {3-13.items.[].system.defense.save}
basic : boolean {3-13.items.[].system.defense.save.basic} (same value: False)
statistic : string {3-13.items.[].system.defense.save.statistic} (3 different values)
fortitude (x5)
reflex (x1)
will (x8)
[duration] : object {3-13.items.[].system.duration}
sustained : boolean {3-13.items.[].system.duration.sustained} (2 different values)
False (x31)
True (x1)
value : string {3-13.items.[].system.duration.value} (6 different values)
varies (x9)
1 minute (x6)
1 hour (x1)
8 hours (x1)
(x11)
10 minutes (x4)
[location] : object {3-13.items.[].system.location}
value : string {3-13.items.[].system.location.value} (3 different values)
T7rl8xICznuEuEmm (x6)
6ptXWWAwrafuOZ7Z (x2)
YL0qeAmteqJzhzXx (x24)
[heightenedLevel] : integer {3-13.items.[].system.location.heightenedLevel} (same value: 3)
[requirements] : string {3-13.items.[].system.requirements} (same value: )
[target] : object {3-13.items.[].system.target}
value : string {3-13.items.[].system.target.value} (5 different values)
1 flying creature (x1)
(x16)
1 creature (x10)
1 unattended object of light Bulk or less (x1)
up to 5 creatures (x4)
[time] : object {3-13.items.[].system.time}
value : string {3-13.items.[].system.time.value} (2 different values)
2 (x31)
3 (x1)
[heightening] : object {3-13.items.[].system.heightening}
damage : object {3-13.items.[].system.heightening.damage}
0 : string {3-13.items.[].system.heightening.damage.0} (2 different values)
1d4 (x1)
1d10 (x4)
interval : integer {3-13.items.[].system.heightening.interval} (same value: 1)
type : string {3-13.items.[].system.heightening.type} (same value: interval)
[showSlotlessLevels] : object {3-13.items.[].system.showSlotlessLevels}
value : boolean {3-13.items.[].system.showSlotlessLevels.value} (same value: False)
[deathNote] : boolean {3-13.items.[].system.deathNote} (same value: True)
type : string {3-13.items.[].type} (7 different values)
weapon (x5)
armor (x2)
melee (x39)
action (x94)
shield (x1)
spellcastingEntry (x6)
spell (x32)
[flags] : object {3-13.items.[].flags}
pf2e : object {3-13.items.[].flags.pf2e}
linkedWeapon : string {3-13.items.[].flags.pf2e.linkedWeapon} (5 different values)
HaOEclKin872Tv64 (x2)
78nonbWTYp9sHqMv (x1)
3lV0zkHvMWU3MSm0 (x1)
p2gclHAd9Ei4IUot (x1)
BIPYcj54XnRTMVwW (x1)
name : string {3-13.name} (all different values)
[prototypeToken] : object {3-13.prototypeToken}
name : string {3-13.prototypeToken.name} (13 different values)
Bugbear Tormentor (x1)
Cinder Rat (x2)
Flaming Animated Armor (x4)
Ghast (x2)
Grimstalker (x1)
Leopard (x1)
Peryton (x3)
Poltergeist (x1)
Skulk (x1)
Thundering Wihsaak (x3)
Wasp Swarm (x3)
Werebat (x1)
Weretiger (x1)
system : object {3-13.system}
abilities : object {3-13.system.abilities}
cha : object {3-13.system.abilities.cha}
mod : integer {3-13.system.abilities.cha.mod} (8 different values)
0 (x4)
-5 (x4)
3 (x9)
2 (x1)
-2 (x1)
4 (x1)
1 (x1)
-1 (x4)
con : object {3-13.system.abilities.con}
mod : integer {3-13.system.abilities.con.mod} (4 different values)
2 (x14)
4 (x8)
0 (x1)
3 (x2)
dex : object {3-13.system.abilities.dex}
mod : integer {3-13.system.abilities.dex.mod} (4 different values)
3 (x8)
-3 (x4)
4 (x8)
5 (x5)
int : object {3-13.system.abilities.int}
mod : integer {3-13.system.abilities.int.mod} (6 different values)
-1 (x2)
-4 (x3)
-5 (x7)
1 (x8)
2 (x1)
0 (x4)
str : object {3-13.system.abilities.str}
mod : integer {3-13.system.abilities.str.mod} (6 different values)
4 (x10)
2 (x3)
3 (x7)
-5 (x1)
0 (x1)
-4 (x3)
wis : object {3-13.system.abilities.wis}
mod : integer {3-13.system.abilities.wis.mod} (5 different values)
1 (x2)
2 (x13)
0 (x4)
3 (x3)
5 (x3)
attributes : object {3-13.system.attributes}
ac : object {3-13.system.attributes.ac}
details : string {3-13.system.attributes.ac.details} (2 different values)
(x21)
(15 when broken); construct armor (x4)
value : integer {3-13.system.attributes.ac.value} (7 different values)
20 (x1)
18 (x9)
19 (x4)
22 (x2)
21 (x4)
16 (x1)
24 (x4)
allSaves : object {3-13.system.attributes.allSaves}
value : string {3-13.system.attributes.allSaves.value} (same value: )
hp : object {3-13.system.attributes.hp}
details : string {3-13.system.attributes.hp.details} (3 different values)
(x20)
void healing (x4)
rejuvenation (x1)
max : integer {3-13.system.attributes.hp.max} (9 different values)
44 (x1)
45 (x5)
35 (x5)
30 (x3)
60 (x4)
55 (x1)
21 (x1)
105 (x4)
75 (x1)
temp : integer {3-13.system.attributes.hp.temp} (same value: 0)
value : integer {3-13.system.attributes.hp.value} (9 different values)
44 (x1)
45 (x5)
35 (x5)
30 (x3)
60 (x4)
55 (x1)
21 (x1)
105 (x4)
75 (x1)
speed : object {3-13.system.attributes.speed}
otherSpeeds : array<object> {3-13.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {3-13.system.attributes.speed.otherSpeeds.[]}
type : string {3-13.system.attributes.speed.otherSpeeds.[].type} (3 different values)
burrow (x2)
climb (x2)
fly (x12)
value : integer {3-13.system.attributes.speed.otherSpeeds.[].value} (5 different values)
5 (x2)
20 (x3)
50 (x3)
40 (x7)
30 (x1)
value : integer {3-13.system.attributes.speed.value} (6 different values)
25 (x5)
40 (x3)
20 (x7)
30 (x8)
0 (x1)
15 (x1)
[immunities] : array<object> {3-13.system.attributes.immunities}
Length: min=0 max=6
Value type: object {3-13.system.attributes.immunities.[]}
type : string {3-13.system.attributes.immunities.[].type} (12 different values)
bleed (x2)
fire (x2)
paralyzed (x5)
poison (x5)
sleep (x2)
cold (x4)
death-effects (x3)
disease (x3)
unconscious (x3)
precision (x4)
fear-effects (x4)
swarm-mind (x3)
[weaknesses] : array<object> {3-13.system.attributes.weaknesses}
Length: min=1 max=3
Value type: object {3-13.system.attributes.weaknesses.[]}
type : string {3-13.system.attributes.weaknesses.[].type} (7 different values)
cold (x6)
fire (x4)
holy (x8)
cold-iron (x1)
area-damage (x3)
splash-damage (x3)
silver (x2)
value : integer {3-13.system.attributes.weaknesses.[].value} (same value: 5)
[hardness] : object {3-13.system.attributes.hardness}
value : integer {3-13.system.attributes.hardness.value} (same value: 6)
[resistances] : array<object> {3-13.system.attributes.resistances}
Length: min=1 max=3
Value type: object {3-13.system.attributes.resistances.[]}
type : string {3-13.system.attributes.resistances.[].type} (5 different values)
fire (x4)
all-damage (x1)
bludgeoning (x3)
piercing (x3)
slashing (x3)
value : integer {3-13.system.attributes.resistances.[].value} (3 different values)
5 (x5)
7 (x6)
3 (x3)
[doubleVs] : array<string> {3-13.system.attributes.resistances.[].doubleVs}
Length: min=1 max=1
Value type: string {3-13.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
[exceptions] : array<string> {3-13.system.attributes.resistances.[].exceptions}
Length: min=4 max=4
Value type: string {3-13.system.attributes.resistances.[].exceptions.[]} (4 different values)
holy (x1)
force (x1)
ghost-touch (x1)
vitality (x1)
details : object {3-13.system.details}
blurb : string {3-13.system.details.blurb} (2 different values)
(x21)
Variant animated armor (x4)
languages : object {3-13.system.details.languages}
details : string {3-13.system.details.languages.details} (4 different values)
(x19)
telepathy 100 feet (x4)
bat empathy (x1)
tiger empathy (x1)
value : array<string> {3-13.system.details.languages.value}
Length: min=0 max=4
Value type: string {3-13.system.details.languages.value.[]} (8 different values)
common (x11)
goblin (x1)
necril (x2)
aklo (x1)
chthonian (x4)
diabolic (x4)
empyrean (x4)
requian (x4)
level : object {3-13.system.details.level}
value : integer {3-13.system.details.level.value} (6 different values)
3 (x7)
2 (x4)
5 (x2)
4 (x7)
1 (x1)
6 (x4)
privateNotes : string {3-13.system.details.privateNotes} (same value: )
publicNotes : string {3-13.system.details.publicNotes} (20 different values)
<p>The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.</p>
<hr />
<p>These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.</p> (x1)
<p>These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh.</p>
<hr />
<p>Fire elementals are destructive manifestations of the scorching Plane of Fire.</p> (x2)
<p>Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.</p>
<hr />
<p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p> (x4)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<p>Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<p>Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p> (x1)
<p>These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature's dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within.</p>
<p>Grimstalkers are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. They mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees, a practice that often lures dangerous scavengers into their lands. Carnivorous and thorny plants are often found in wilds where grimstalkers dwell, filling roles that pets might in human society, though grimstalkers tend to treat these "pets" poorly at best.</p>
<p>There are few accounts of grimstalkers working with other fey-for the most part, grimstalkers see their kin from the First World as cowards or weaklings, or perhaps both. Even notoriously violent fey such as redcaps shy from them, as grimstalkers consider their own kind the only company worth keeping.</p>
<p>Grimstalkers hunt in small bands, using stealth to approach their targets. They surround enemies first, then work to unnerve them by knocking on trees or howling out threats in Aklo to distract and panic their quarry. Of course, a band of grimstalkers won't stay together for long, quickly succumbing to bickering and infighting. These violent arguments are common pastimes among grimstalkers, often ending with each grimstalker going its own way. Not even the presence of more powerful fey or commanding creatures can keep grimstalkers from their predisposed bickering. Some scholars theorize that this quality speaks to an ancient curse that once afflicted fey who were judged too cantankerous, but in truth, it's just part of what makes a grimstalker what it is: ill-tempered, confrontational, and bitter.</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)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<hr />
<p>The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.</p>
<p>Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.</p>
<p>Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.</p>
<p>A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<hr />
<p>The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.</p>
<p>Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.</p>
<p>Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.</p>
<p>A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.</p> (x1)
<p>The perytons have muzzle-like mutations protruding from their antlers, making them prime trophies for the Arcadian beast gunner ritual.</p>
<hr />
<p>The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.</p>
<p>Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.</p>
<p>Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.</p>
<p>A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.</p> (x1)
<p>When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.</p> (x1)
<p>The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.</p>
<p>Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.</p>
<p>Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles.</p>
<p>A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.</p> (x1)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<hr />
<p>These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.</p>
<p>When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<hr />
<p>These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.</p>
<p>When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.</p> (x1)
<p>These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.</p>
<p>When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.</p> (x2)
<p>The monsters are acclimated to the wintery climate of northern Arcadia.</p>
<p>Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.</p>
<hr />
<p>While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.</p> (x1)
<p>The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.</p>
<p>Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.</p>
<hr />
<p>While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.</p> (x1)
<p>Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will-to deadly effect.</p>
<hr />
<p>While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects-to say nothing of their oversized kin-can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims.</p> (x1)
<p>Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.</p>
<hr />
<p>Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can't fly while wielding weapons in their wings.</p> (x1)
<p>These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight.</p>
<hr />
<p>Werecreatures transform into animals and animal-humanoid hybrids under the light of the full moon. The doomed fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.</p> (x1)
publication : object {3-13.system.details.publication}
license : string {3-13.system.details.publication.license} (same value: OGL)
remaster : boolean {3-13.system.details.publication.remaster} (same value: False)
title : string {3-13.system.details.publication.title} (same value: Pathfinder Society Scenario #3-13: Guardian's Covenant)
initiative : object {3-13.system.initiative}
statistic : string {3-13.system.initiative.statistic} (same value: perception)
perception : object {3-13.system.perception}
details : string {3-13.system.perception.details} (2 different values)
(x23)
smoke vision (x2)
mod : integer {3-13.system.perception.mod} (9 different values)
8 (x3)
9 (x7)
12 (x1)
7 (x1)
13 (x3)
11 (x2)
5 (x1)
14 (x4)
10 (x3)
senses : array<object> {3-13.system.perception.senses}
Length: min=1 max=2
Value type: object {3-13.system.perception.senses.[]}
type : string {3-13.system.perception.senses.[].type} (4 different values)
darkvision (x20)
scent (x3)
low-light-vision (x5)
echolocation (x1)
[acuity] : string {3-13.system.perception.senses.[].acuity} (2 different values)
imprecise (x3)
precise (x1)
[range] : integer {3-13.system.perception.senses.[].range} (2 different values)
30 (x3)
40 (x1)
resources : object {3-13.system.resources}
[focus] : object {3-13.system.resources.focus}
max : integer {3-13.system.resources.focus.max} (2 different values)
1 (x2)
0 (x4)
value : integer {3-13.system.resources.focus.value} (2 different values)
1 (x2)
0 (x4)
saves : object {3-13.system.saves}
fortitude : object {3-13.system.saves.fortitude}
saveDetail : string {3-13.system.saves.fortitude.saveDetail} (same value: )
value : integer {3-13.system.saves.fortitude.value} (8 different values)
9 (x6)
12 (x4)
6 (x2)
8 (x4)
7 (x1)
14 (x4)
10 (x3)
11 (x1)
reflex : object {3-13.system.saves.reflex}
saveDetail : string {3-13.system.saves.reflex.saveDetail} (same value: )
value : integer {3-13.system.saves.reflex.value} (8 different values)
10 (x5)
12 (x5)
5 (x4)
15 (x5)
11 (x3)
14 (x1)
8 (x1)
13 (x1)
will : object {3-13.system.saves.will}
saveDetail : string {3-13.system.saves.will.saveDetail} (same value: )
value : integer {3-13.system.saves.will.value} (8 different values)
6 (x3)
5 (x6)
8 (x5)
12 (x1)
13 (x4)
14 (x4)
7 (x1)
9 (x1)
skills : object {3-13.system.skills}
[acrobatics] : object {3-13.system.skills.acrobatics}
base : integer {3-13.system.skills.acrobatics.base} (7 different values)
8 (x3)
10 (x4)
13 (x5)
11 (x4)
14 (x1)
6 (x1)
12 (x3)
[athletics] : object {3-13.system.skills.athletics}
base : integer {3-13.system.skills.athletics.base} (5 different values)
9 (x1)
10 (x4)
7 (x3)
6 (x1)
12 (x1)
[intimidation] : object {3-13.system.skills.intimidation}
base : integer {3-13.system.skills.intimidation.base} (4 different values)
7 (x1)
13 (x1)
11 (x3)
15 (x5)
[stealth] : object {3-13.system.skills.stealth}
base : integer {3-13.system.skills.stealth.base} (6 different values)
8 (x4)
10 (x4)
13 (x1)
11 (x4)
14 (x1)
15 (x4)
[special] : array<object> {3-13.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {3-13.system.skills.stealth.special.[]}
base : integer {3-13.system.skills.stealth.special.[].base} (same value: 11)
label : string {3-13.system.skills.stealth.special.[].label} (same value: in undergrowth)
predicate : array<string> {3-13.system.skills.stealth.special.[].predicate}
Length: min=1 max=1
Value type: string {3-13.system.skills.stealth.special.[].predicate.[]} (same value: terrain:undergrowth)
[thievery] : object {3-13.system.skills.thievery}
base : integer {3-13.system.skills.thievery.base} (2 different values)
8 (x1)
6 (x1)
[survival] : object {3-13.system.skills.survival}
base : integer {3-13.system.skills.survival.base} (3 different values)
9 (x2)
8 (x2)
12 (x1)
[nature] : object {3-13.system.skills.nature}
base : integer {3-13.system.skills.nature.base} (same value: 11)
[deception] : object {3-13.system.skills.deception}
base : integer {3-13.system.skills.deception.base} (4 different values)
6 (x1)
15 (x4)
4 (x1)
7 (x1)
[society] : object {3-13.system.skills.society}
base : integer {3-13.system.skills.society.base} (3 different values)
4 (x1)
5 (x1)
10 (x1)
traits : object {3-13.system.traits}
rarity : string {3-13.system.traits.rarity} (2 different values)
common (x8)
uncommon (x17)
size : object {3-13.system.traits.size}
value : string {3-13.system.traits.size.value} (3 different values)
med (x22)
sm (x2)
lg (x1)
value : array<string> {3-13.system.traits.value}
Length: min=1 max=6
Value type: string {3-13.system.traits.value.[]} (23 different values)
type : string {3-13.type} (same value: npc)