3-01
Different values: 10
=====================================
object {3-01}
    _id : string {3-01._id} (all different values)
    folder : string {3-01.folder} (same value: 'uuserqfiOJKi6rdG')
    img : string {3-01.img} (2 different values)
        'systems/pf2e/icons/default-icons/npc.svg' (x8)
        'systems/pf2e/icons/default-icons/hazard.svg' (x2)
    items : array<object> {3-01.items}
        Length: min=1 max=9
        Value type: object {3-01.items.[]}
            _id : string {3-01.items.[]._id} (30 different values)
            img : string {3-01.items.[].img} (11 different values)
            name : string {3-01.items.[].name} (24 different values)
            sort : integer {3-01.items.[].sort} (all different values)
            system : object {3-01.items.[].system}
                [acBonus] : integer {3-01.items.[].system.acBonus} (same value: 2)
                [actionType] : object {3-01.items.[].system.actionType}
                    value : string {3-01.items.[].system.actionType.value} (3 different values)
                        'passive' (x13)
                        'action' (x7)
                        'reaction' (x4)
                [actions] : object {3-01.items.[].system.actions}
                    [value] : integer {3-01.items.[].system.actions.value} (2 different values)
                        1 (x4)
                        2 (x3)
                [area] : empty
                publication : object {3-01.items.[].system.publication}
                    license : string {3-01.items.[].system.publication.license} (same value: 'OGL')
                    remaster : boolean {3-01.items.[].system.publication.remaster} (same value: False)
                    title : string {3-01.items.[].system.publication.title} (2 different values)
                        '' (x47)
                        'Pathfinder Bestiary' (x2)
                [attack] : object {3-01.items.[].system.attack}
                    value : string {3-01.items.[].system.attack.value} (same value: '')
                [autoHeightenLevel] : object {3-01.items.[].system.autoHeightenLevel}
                    [value] : empty
                [bonusDamage] : object {3-01.items.[].system.bonusDamage}
                    value : integer {3-01.items.[].system.bonusDamage.value} (same value: 0)
                description : object {3-01.items.[].system.description}
                    value : string {3-01.items.[].system.description.value} (20 different values)
                [attackEffects] : object {3-01.items.[].system.attackEffects}
                    [custom] : string {3-01.items.[].system.attackEffects.custom} (same value: '')
                    value : array<string> {3-01.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {3-01.items.[].system.attackEffects.value.[]} (same value: 'attach')
                [baseItem] : string {3-01.items.[].system.baseItem} (4 different values)
                    'hatchet' (x2)
                    'studded-leather-armor' (x2)
                    'dagger' (x2)
                    'chain-shirt' (x2)
                [bonus] : object {3-01.items.[].system.bonus}
                    value : integer {3-01.items.[].system.bonus.value} (6 different values)
                        12 (x4)
                        0 (x4)
                        9 (x4)
                        13 (x2)
                        10 (x2)
                        8 (x1)
                [bulk] : object {3-01.items.[].system.bulk}
                    value : mixed
                        float {3-01.items.[].system.bulk.value} (same value: 0,1)
                        integer {3-01.items.[].system.bulk.value} (same value: 1)
                [category] : string {3-01.items.[].system.category} (6 different values)
                    'offensive' (x13)
                    'defensive' (x8)
                    'light' (x4)
                    'martial' (x2)
                    'simple' (x2)
                    'interaction' (x1)
                [checkPenalty] : integer {3-01.items.[].system.checkPenalty} (same value: -1)
                [containerId] : empty
                [cost] : object {3-01.items.[].system.cost}
                    value : string {3-01.items.[].system.cost.value} (same value: '')
                [counteraction] : boolean {3-01.items.[].system.counteraction} (same value: False)
                [damage] : object {3-01.items.[].system.damage}
                    [damageType] : string {3-01.items.[].system.damage.damageType} (2 different values)
                        'slashing' (x2)
                        'piercing' (x2)
                    [dice] : integer {3-01.items.[].system.damage.dice} (same value: 1)
                    [die] : string {3-01.items.[].system.damage.die} (2 different values)
                        'd6' (x2)
                        'd4' (x2)
                [damageRolls] : object {3-01.items.[].system.damageRolls}
                    [0] : object {3-01.items.[].system.damageRolls.0}
                        damage : string {3-01.items.[].system.damageRolls.0.damage} (5 different values)
                            '1d4+1' (x2)
                            '1d4+4' (x2)
                            '2d6+3' (x1)
                            '1d6+3' (x1)
                            '1d4+3' (x1)
                        damageType : string {3-01.items.[].system.damageRolls.0.damageType} (2 different values)
                            'piercing' (x5)
                            'bludgeoning' (x2)
                    [1] : object {3-01.items.[].system.damageRolls.1}
                        category : string {3-01.items.[].system.damageRolls.1.category} (same value: 'persistent')
                        damage : string {3-01.items.[].system.damageRolls.1.damage} (2 different values)
                            '1d6' (x2)
                            '1d4' (x1)
                        damageType : string {3-01.items.[].system.damageRolls.1.damageType} (same value: 'fire')
                    [d93mczcc6tn95955yju4] : object {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4}
                        damage : string {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4.damage} (2 different values)
                            '1d6+5' (x1)
                            '1d6+9' (x1)
                        damageType : string {3-01.items.[].system.damageRolls.d93mczcc6tn95955yju4.damageType} (same value: 'slashing')
                    [ex7uk3nff76b4sj4m305] : object {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305}
                        damage : string {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305.damage} (2 different values)
                            '1d6+5' (x1)
                            '1d6+9' (x1)
                        damageType : string {3-01.items.[].system.damageRolls.ex7uk3nff76b4sj4m305.damageType} (same value: 'slashing')
                [defense] : empty
                [dexCap] : integer {3-01.items.[].system.dexCap} (same value: 3)
                [duration] : object {3-01.items.[].system.duration}
                    sustained : boolean {3-01.items.[].system.duration.sustained} (same value: False)
                    value : string {3-01.items.[].system.duration.value} (same value: '1 hour')
                [equipped] : object {3-01.items.[].system.equipped}
                    carryType : string {3-01.items.[].system.equipped.carryType} (2 different values)
                        'held' (x4)
                        'worn' (x4)
                    [handsHeld] : integer {3-01.items.[].system.equipped.handsHeld} (same value: 1)
                    [inSlot] : boolean {3-01.items.[].system.equipped.inSlot} (same value: True)
                    [invested] : empty
                [group] : string {3-01.items.[].system.group} (4 different values)
                    'axe' (x2)
                    'leather' (x2)
                    'knife' (x2)
                    'chain' (x2)
                [hardness] : integer {3-01.items.[].system.hardness} (same value: 0)
                [hp] : object {3-01.items.[].system.hp}
                    max : integer {3-01.items.[].system.hp.max} (same value: 0)
                    value : integer {3-01.items.[].system.hp.value} (same value: 0)
                [level] : object {3-01.items.[].system.level}
                    value : integer {3-01.items.[].system.level.value} (2 different values)
                        0 (x8)
                        1 (x2)
                [location] : object {3-01.items.[].system.location}
                    value : string {3-01.items.[].system.location.value} (same value: 'LRu9rZ2D08Nr5Wa4')
                [material] : object {3-01.items.[].system.material}
                    [grade] : empty
                    [type] : empty
                [prepared] : object {3-01.items.[].system.prepared}
                    flexible : boolean {3-01.items.[].system.prepared.flexible} (same value: False)
                    value : string {3-01.items.[].system.prepared.value} (same value: 'innate')
                [price] : object {3-01.items.[].system.price}
                    value : object {3-01.items.[].system.price.value}
                        [gp] : integer {3-01.items.[].system.price.value.gp} (2 different values)
                            3 (x2)
                            5 (x2)
                        [sp] : integer {3-01.items.[].system.price.value.sp} (2 different values)
                            4 (x2)
                            2 (x2)
                [proficiency] : object {3-01.items.[].system.proficiency}
                    value : integer {3-01.items.[].system.proficiency.value} (same value: 0)
                [quantity] : integer {3-01.items.[].system.quantity} (2 different values)
                    1 (x6)
                    4 (x2)
                [range] : object {3-01.items.[].system.range}
                    value : string {3-01.items.[].system.range.value} (same value: '')
                [reload] : object {3-01.items.[].system.reload}
                    value : string {3-01.items.[].system.reload.value} (same value: '-')
                [requirements] : string {3-01.items.[].system.requirements} (same value: '')
                rules : ignored (Foundry rules object) {3-01.items.[].system.rules}
                [runes] : object {3-01.items.[].system.runes}
                    potency : integer {3-01.items.[].system.runes.potency} (same value: 0)
                    property : array<> {3-01.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: empty
                    [resilient] : integer {3-01.items.[].system.runes.resilient} (same value: 0)
                    [striking] : integer {3-01.items.[].system.runes.striking} (same value: 0)
                [size] : string {3-01.items.[].system.size} (same value: 'med')
                [slots] : object {3-01.items.[].system.slots}
                    slot1 : object {3-01.items.[].system.slots.slot1}
                        max : integer {3-01.items.[].system.slots.slot1.max} (same value: 1)
                        value : integer {3-01.items.[].system.slots.slot1.value} (same value: 1)
                [slug] : string {3-01.items.[].system.slug} (6 different values)
                    'hatchet' (x2)
                    'studded-leather-armor' (x2)
                    'illusory-disguise' (x2)
                    'dagger' (x2)
                    'chain-shirt' (x2)
                    'sneak-attack' (x2)
                [speedPenalty] : integer {3-01.items.[].system.speedPenalty} (same value: 0)
                [spelldc] : object {3-01.items.[].system.spelldc}
                    dc : integer {3-01.items.[].system.spelldc.dc} (2 different values)
                        15 (x1)
                        18 (x1)
                    item : integer {3-01.items.[].system.spelldc.item} (same value: 0)
                    mod : integer {3-01.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {3-01.items.[].system.spelldc.value} (2 different values)
                        7 (x1)
                        10 (x1)
                [splashDamage] : object {3-01.items.[].system.splashDamage}
                    value : integer {3-01.items.[].system.splashDamage.value} (same value: 0)
                [strength] : integer {3-01.items.[].system.strength} (same value: 1)
                [target] : object {3-01.items.[].system.target}
                    value : string {3-01.items.[].system.target.value} (same value: '')
                [time] : object {3-01.items.[].system.time}
                    value : string {3-01.items.[].system.time.value} (same value: '2')
                [tradition] : object {3-01.items.[].system.tradition}
                    value : string {3-01.items.[].system.tradition.value} (same value: 'occult')
                [traits] : object {3-01.items.[].system.traits}
                    rarity : string {3-01.items.[].system.traits.rarity} (same value: 'common')
                    [traditions] : array<string> {3-01.items.[].system.traits.traditions}
                        Length: min=2 max=2
                        Value type: string {3-01.items.[].system.traits.traditions.[]} (2 different values)
                            'arcane' (x2)
                            'occult' (x2)
                    value : array<string> {3-01.items.[].system.traits.value}
                        Length: min=0 max=4
                        Value type: string {3-01.items.[].system.traits.value.[]} (18 different values)
                [usage] : object {3-01.items.[].system.usage}
                    value : string {3-01.items.[].system.usage.value} (same value: 'held-in-one-hand')
                [weaponType] : object {3-01.items.[].system.weaponType}
                    value : string {3-01.items.[].system.weaponType.value} (2 different values)
                        'melee' (x8)
                        'ranged' (x5)
            type : string {3-01.items.[].type} (6 different values)
                'action' (x24)
                'melee' (x13)
                'weapon' (x4)
                'armor' (x4)
                'spellcastingEntry' (x2)
                'spell' (x2)
            [_stats] : object {3-01.items.[]._stats}
                compendiumSource : string {3-01.items.[]._stats.compendiumSource} (6 different values)
                    'Compendium.pf2e.equipment-srd.Item.LGgvev6AV0So8tP9' (x2)
                    'Compendium.pf2e.equipment-srd.Item.ewQZ0VeL38v3qFnN' (x2)
                    'Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo' (x2)
                    'Compendium.pf2e.equipment-srd.Item.rQWaJhI5Bko5x14Z' (x2)
                    'Compendium.pf2e.equipment-srd.Item.MPcM4Wt6KmWE2kGL' (x2)
                    'Compendium.pf2e.bestiary-ability-glossary-srd.Item.AWvNPE4U0kEJSL1T' (x2)
            [flags] : object {3-01.items.[].flags}
                pf2e : object {3-01.items.[].flags.pf2e}
                    linkedWeapon : string {3-01.items.[].flags.pf2e.linkedWeapon} (2 different values)
                        'HHnw1l82KEs79ly6' (x4)
                        '8DsdSzWnUcWOnZyf' (x4)
    name : string {3-01.name} (all different values)
    system : object {3-01.system}
        [abilities] : object {3-01.system.abilities}
            cha : object {3-01.system.abilities.cha}
                mod : integer {3-01.system.abilities.cha.mod} (4 different values)
                    0 (x3)
                    -2 (x2)
                    2 (x2)
                    1 (x1)
            con : object {3-01.system.abilities.con}
                mod : integer {3-01.system.abilities.con.mod} (4 different values)
                    2 (x3)
                    1 (x2)
                    3 (x2)
                    4 (x1)
            dex : object {3-01.system.abilities.dex}
                mod : integer {3-01.system.abilities.dex.mod} (3 different values)
                    4 (x5)
                    2 (x2)
                    5 (x1)
            int : object {3-01.system.abilities.int}
                mod : integer {3-01.system.abilities.int.mod} (4 different values)
                    -5 (x2)
                    -2 (x2)
                    -1 (x2)
                    0 (x2)
            str : object {3-01.system.abilities.str}
                mod : integer {3-01.system.abilities.str.mod} (3 different values)
                    1 (x4)
                    -3 (x2)
                    3 (x2)
            wis : object {3-01.system.abilities.wis}
                mod : integer {3-01.system.abilities.wis.mod} (3 different values)
                    2 (x5)
                    0 (x2)
                    3 (x1)
        attributes : object {3-01.system.attributes}
            ac : object {3-01.system.attributes.ac}
                [details] : string {3-01.system.attributes.ac.details} (same value: '')
                value : integer {3-01.system.attributes.ac.value} (5 different values)
                    21 (x3)
                    18 (x3)
                    0 (x2)
                    20 (x1)
                    17 (x1)
            [allSaves] : object {3-01.system.attributes.allSaves}
                value : string {3-01.system.attributes.allSaves.value} (same value: '')
            hp : object {3-01.system.attributes.hp}
                details : string {3-01.system.attributes.hp.details} (same value: '')
                max : integer {3-01.system.attributes.hp.max} (9 different values)
                    0 (x2)
                    37 (x1)
                    70 (x1)
                    30 (x1)
                    18 (x1)
                    16 (x1)
                    35 (x1)
                    60 (x1)
                    39 (x1)
                temp : integer {3-01.system.attributes.hp.temp} (same value: 0)
                value : integer {3-01.system.attributes.hp.value} (9 different values)
                    0 (x2)
                    37 (x1)
                    70 (x1)
                    30 (x1)
                    18 (x1)
                    16 (x1)
                    35 (x1)
                    60 (x1)
                    39 (x1)
            [emitsSound] : string {3-01.system.attributes.emitsSound} (same value: 'encounter')
            [hardness] : integer {3-01.system.attributes.hardness} (same value: 0)
            [hasHealth] : boolean {3-01.system.attributes.hasHealth} (same value: True)
            [immunities] : array<object> {3-01.system.attributes.immunities}
                Length: min=5 max=5
                Value type: object {3-01.system.attributes.immunities.[]}
                    type : string {3-01.system.attributes.immunities.[].type} (5 different values)
                        'bleed' (x2)
                        'fire' (x2)
                        'paralyzed' (x2)
                        'poison' (x2)
                        'sleep' (x2)
            [speed] : object {3-01.system.attributes.speed}
                otherSpeeds : array<object> {3-01.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {3-01.system.attributes.speed.otherSpeeds.[]}
                        type : string {3-01.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
                        value : integer {3-01.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
                value : integer {3-01.system.attributes.speed.value} (3 different values)
                    25 (x5)
                    10 (x2)
                    30 (x1)
            [stealth] : object {3-01.system.attributes.stealth}
                details : string {3-01.system.attributes.stealth.details} (same value: '')
                value : integer {3-01.system.attributes.stealth.value} (2 different values)
                    7 (x1)
                    9 (x1)
            [weaknesses] : array<object> {3-01.system.attributes.weaknesses}
                Length: min=1 max=1
                Value type: object {3-01.system.attributes.weaknesses.[]}
                    type : string {3-01.system.attributes.weaknesses.[].type} (same value: 'cold')
                    value : integer {3-01.system.attributes.weaknesses.[].value} (same value: 5)
        details : object {3-01.system.details}
            [blurb] : string {3-01.system.details.blurb} (same value: '')
            [languages] : object {3-01.system.details.languages}
                details : string {3-01.system.details.languages.details} (2 different values)
                    '' (x6)
                    '(can\'t speak any language)' (x2)
                value : array<string> {3-01.system.details.languages.value}
                    Length: min=0 max=2
                    Value type: string {3-01.system.details.languages.value.[]} (3 different values)
                        'common' (x4)
                        'shadowtongue' (x4)
                        'pyric' (x2)
            level : object {3-01.system.details.level}
                value : integer {3-01.system.details.level.value} (5 different values)
                    1 (x3)
                    3 (x2)
                    4 (x2)
                    2 (x2)
                    -1 (x1)
            [privateNotes] : string {3-01.system.details.privateNotes} (same value: '')
            [publicNotes] : string {3-01.system.details.publicNotes} (5 different values)
                '<p>Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker\'s regional name "stirge", possibly a corruption of the word "scourge", comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven\'t been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren\'t hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal "tools" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been "blessed" by the village\'s hungry god.</p>
            <p>Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.</p>
            <p>Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.</p>
            <p>A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal.</p>' (x2)
                '' (x2)
                '<p>The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.</p>
            <p>Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d\'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.</p>
            <p>Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don\'t mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.</p>
            <p>Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.</p>' (x2)
                '<p>These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive.</p>' (x1)
                '<p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p>' (x1)
            publication : object {3-01.system.details.publication}
                license : string {3-01.system.details.publication.license} (same value: 'OGL')
                remaster : boolean {3-01.system.details.publication.remaster} (same value: False)
                title : string {3-01.system.details.publication.title} (same value: 'Pathfinder Society Intro: Year of Shattered Sanctuaries')
            [description] : string {3-01.system.details.description} (same value: '<p>A cloud of invisible magical sensors in a 10-foot radius surrounds a shadowy 3-foot-diameter rune on the floor.</p>')
            [disable] : string {3-01.system.details.disable} (2 different values)
                '<p>@Check[thievery|dc:12|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to carefully erase the rune without triggering the sensors, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] or a spell with the Light trait (1st level; counteract DC 13) to counteract the rune</p>' (x1)
                '<p>@Check[thievery|dc:14|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to carefully erase the rune without triggering the sensors, @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] or a spell with the Light trait (1st level; counteract DC 15) to counteract the rune</p>' (x1)
            [isComplex] : boolean {3-01.system.details.isComplex} (same value: False)
            [reset] : string {3-01.system.details.reset} (same value: '<p>The trap resets each night at dusk.</p>')
            [routine] : string {3-01.system.details.routine} (same value: '')
        [initiative] : object {3-01.system.initiative}
            statistic : string {3-01.system.initiative.statistic} (same value: 'perception')
        [perception] : object {3-01.system.perception}
            details : string {3-01.system.perception.details} (2 different values)
                '' (x7)
                'smoke vision' (x1)
            mod : integer {3-01.system.perception.mod} (5 different values)
                8 (x3)
                11 (x2)
                10 (x1)
                5 (x1)
                7 (x1)
            senses : array<object> {3-01.system.perception.senses}
                Length: min=1 max=2
                Value type: object {3-01.system.perception.senses.[]}
                    [acuity] : string {3-01.system.perception.senses.[].acuity} (same value: 'imprecise')
                    [range] : integer {3-01.system.perception.senses.[].range} (same value: 60)
                    type : string {3-01.system.perception.senses.[].type} (2 different values)
                        'darkvision' (x8)
                        'scent' (x2)
        [resources] : object {3-01.system.resources}
            [focus] : object {3-01.system.resources.focus}
                max : integer {3-01.system.resources.focus.max} (same value: 1)
                value : integer {3-01.system.resources.focus.value} (same value: 1)
        saves : object {3-01.system.saves}
            fortitude : object {3-01.system.saves.fortitude}
                saveDetail : string {3-01.system.saves.fortitude.saveDetail} (same value: '')
                value : integer {3-01.system.saves.fortitude.value} (6 different values)
                    9 (x2)
                    12 (x2)
                    0 (x2)
                    7 (x2)
                    5 (x1)
                    6 (x1)
            reflex : object {3-01.system.saves.reflex}
                saveDetail : string {3-01.system.saves.reflex.saveDetail} (same value: '')
                value : integer {3-01.system.saves.reflex.value} (7 different values)
                    0 (x2)
                    10 (x2)
                    11 (x2)
                    12 (x1)
                    13 (x1)
                    8 (x1)
                    9 (x1)
            will : object {3-01.system.saves.will}
                saveDetail : string {3-01.system.saves.will.saveDetail} (same value: '')
                value : integer {3-01.system.saves.will.value} (6 different values)
                    8 (x2)
                    9 (x2)
                    6 (x2)
                    0 (x2)
                    5 (x1)
                    7 (x1)
        [skills] : object {3-01.system.skills}
            [acrobatics] : object {3-01.system.skills.acrobatics}
                base : integer {3-01.system.skills.acrobatics.base} (5 different values)
                    8 (x2)
                    11 (x1)
                    13 (x1)
                    7 (x1)
                    10 (x1)
            [athletics] : object {3-01.system.skills.athletics}
                base : integer {3-01.system.skills.athletics.base} (5 different values)
                    7 (x2)
                    9 (x1)
                    4 (x1)
                    5 (x1)
                    10 (x1)
            [deception] : object {3-01.system.skills.deception}
                base : integer {3-01.system.skills.deception.base} (2 different values)
                    5 (x1)
                    8 (x1)
            [diplomacy] : object {3-01.system.skills.diplomacy}
                base : integer {3-01.system.skills.diplomacy.base} (2 different values)
                    5 (x1)
                    8 (x1)
            [intimidation] : object {3-01.system.skills.intimidation}
                base : integer {3-01.system.skills.intimidation.base} (2 different values)
                    6 (x1)
                    9 (x1)
            [society] : object {3-01.system.skills.society}
                base : integer {3-01.system.skills.society.base} (2 different values)
                    3 (x1)
                    5 (x1)
            [stealth] : object {3-01.system.skills.stealth}
                base : integer {3-01.system.skills.stealth.base} (6 different values)
                    8 (x2)
                    11 (x1)
                    6 (x1)
                    7 (x1)
                    9 (x1)
                    10 (x1)
            [thievery] : object {3-01.system.skills.thievery}
                base : integer {3-01.system.skills.thievery.base} (2 different values)
                    7 (x1)
                    10 (x1)
        traits : object {3-01.system.traits}
            rarity : string {3-01.system.traits.rarity} (2 different values)
                'uncommon' (x9)
                'common' (x1)
            size : object {3-01.system.traits.size}
                value : string {3-01.system.traits.size.value} (3 different values)
                    'med' (x7)
                    'tiny' (x2)
                    'sm' (x1)
            value : array<string> {3-01.system.traits.value}
                Length: min=2 max=4
                Value type: string {3-01.system.traits.value.[]} (9 different values)
                    'shadow' (x6)
                    'evil' (x4)
                    'fetchling' (x4)
                    'humanoid' (x4)
                    'animal' (x2)
                    'elemental' (x2)
                    'fire' (x2)
                    'magical' (x2)
                    'trap' (x2)
        [creatureType] : string {3-01.system.creatureType} (same value: '')
        [customModifiers] : object {3-01.system.customModifiers}
        [statusEffects] : array<> {3-01.system.statusEffects}
            Length: min=0 max=0
            Value type: empty
    type : string {3-01.type} (2 different values)
        'npc' (x8)
        'hazard' (x2)
    [prototypeToken] : object {3-01.prototypeToken}
        name : string {3-01.prototypeToken.name} (2 different values)
            'Shadow Double Runes' (x2)
            'Filth Fire' (x1)