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<object> {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<string> {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)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x2)
                        <p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
                    <hr />
                    <p><strong>Effect</strong> The giant short-faced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p> (x1)
                        <p>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.</p> (x2)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.Grab]</p> (x2)
                        <p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
                    <hr />
                    <p><strong>Effect</strong> The giant shortfaced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p> (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<string> {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<object> {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<string> {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)