1-01
Different values: 29
=====================================
object {1-01}
    _id : string {1-01._id} (all different values)
    folder : string {1-01.folder} (same value: 'DpoDvFIJCL6haard')
    img : string {1-01.img} (2 different values)
        'systems/pf2e/icons/default-icons/npc.svg' (x19)
        'systems/pf2e/icons/default-icons/hazard.svg' (x10)
    items : array<object> {1-01.items}
        Length: min=1 max=13
        Value type: object {1-01.items.[]}
            _id : string {1-01.items.[]._id} (71 different values)
            img : string {1-01.items.[].img} (19 different values)
            name : string {1-01.items.[].name} (47 different values)
            sort : integer {1-01.items.[].sort} (13 different values)
            system : object {1-01.items.[].system}
                [acBonus] : integer {1-01.items.[].system.acBonus} (2 different values)
                    2 (x4)
                    1 (x1)
                [actionType] : object {1-01.items.[].system.actionType}
                    value : string {1-01.items.[].system.actionType.value} (3 different values)
                        'passive' (x17)
                        'action' (x14)
                        'reaction' (x9)
                [actions] : object {1-01.items.[].system.actions}
                    [value] : integer {1-01.items.[].system.actions.value} (2 different values)
                        1 (x11)
                        2 (x3)
                [area] : object {1-01.items.[].system.area}
                    type : string {1-01.items.[].system.area.type} (same value: 'emanation')
                    value : integer {1-01.items.[].system.area.value} (same value: 30)
                [attack] : object {1-01.items.[].system.attack}
                    value : string {1-01.items.[].system.attack.value} (same value: '')
                [attackEffects] : object {1-01.items.[].system.attackEffects}
                    [custom] : string {1-01.items.[].system.attackEffects.custom} (same value: '')
                    value : array<string> {1-01.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {1-01.items.[].system.attackEffects.value.[]} (2 different values)
                            'grab' (x2)
                            'vicious-wounds' (x1)
                [autoHeightenLevel] : object {1-01.items.[].system.autoHeightenLevel}
                    [value] : empty
                [baseItem] : string {1-01.items.[].system.baseItem} (6 different values)
                    'dagger' (x2)
                    'studded-leather-armor' (x2)
                    'steel-shield' (x2)
                    'dogslicer' (x1)
                    'shortbow' (x1)
                    'leather-armor' (x1)
                [bonus] : object {1-01.items.[].system.bonus}
                    value : integer {1-01.items.[].system.bonus.value} (10 different values)
                        12 (x13)
                        15 (x12)
                        11 (x5)
                        8 (x5)
                        0 (x4)
                        17 (x1)
                        14 (x1)
                        13 (x1)
                        9 (x1)
                        16 (x1)
                [bonusDamage] : object {1-01.items.[].system.bonusDamage}
                    value : integer {1-01.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {1-01.items.[].system.bulk}
                    value : mixed
                        float {1-01.items.[].system.bulk.value} (same value: 0,1)
                        integer {1-01.items.[].system.bulk.value} (2 different values)
                            1 (x4)
                            0 (x2)
                [category] : string {1-01.items.[].system.category} (7 different values)
                    'offensive' (x17)
                    'defensive' (x8)
                    'interaction' (x5)
                    'light' (x3)
                    'simple' (x2)
                    'martial' (x2)
                    'ammo' (x1)
                [checkPenalty] : integer {1-01.items.[].system.checkPenalty} (same value: -1)
                [containerId] : empty
                [cost] : object {1-01.items.[].system.cost}
                    value : string {1-01.items.[].system.cost.value} (same value: '')
                [counteraction] : boolean {1-01.items.[].system.counteraction} (2 different values)
                    False (x5)
                    True (x1)
                [damageRolls] : object {1-01.items.[].system.damageRolls}
                    [0] : object {1-01.items.[].system.damageRolls.0}
                        damage : string {1-01.items.[].system.damageRolls.0.damage} (2 different values)
                            '1d6+6' (x1)
                            '2d4+7' (x1)
                        damageType : string {1-01.items.[].system.damageRolls.0.damageType} (same value: 'bludgeoning')
                    [1upw90b43che12cf9vig] : object {1-01.items.[].system.damageRolls.1upw90b43che12cf9vig}
                        damage : string {1-01.items.[].system.damageRolls.1upw90b43che12cf9vig.damage} (same value: '2d4+7')
                        damageType : string {1-01.items.[].system.damageRolls.1upw90b43che12cf9vig.damageType} (same value: 'bludgeoning')
                    [2sr5mi2vkdc9lcrh4feq] : object {1-01.items.[].system.damageRolls.2sr5mi2vkdc9lcrh4feq}
                        damage : string {1-01.items.[].system.damageRolls.2sr5mi2vkdc9lcrh4feq.damage} (same value: '1d6+6')
                        damageType : string {1-01.items.[].system.damageRolls.2sr5mi2vkdc9lcrh4feq.damageType} (same value: 'bludgeoning')
                    [3ln88vck4uokao0w5mu4] : object {1-01.items.[].system.damageRolls.3ln88vck4uokao0w5mu4}
                        damage : string {1-01.items.[].system.damageRolls.3ln88vck4uokao0w5mu4.damage} (same value: '2d10+9')
                        damageType : string {1-01.items.[].system.damageRolls.3ln88vck4uokao0w5mu4.damageType} (same value: 'bludgeoning')
                    [3op1u9sz3ol4ppm6gnqu] : object {1-01.items.[].system.damageRolls.3op1u9sz3ol4ppm6gnqu}
                        damage : string {1-01.items.[].system.damageRolls.3op1u9sz3ol4ppm6gnqu.damage} (same value: '1d10+6')
                        damageType : string {1-01.items.[].system.damageRolls.3op1u9sz3ol4ppm6gnqu.damageType} (same value: 'bludgeoning')
                    [4zo4w1fiem5wx1ac0jdx] : object {1-01.items.[].system.damageRolls.4zo4w1fiem5wx1ac0jdx}
                        damage : string {1-01.items.[].system.damageRolls.4zo4w1fiem5wx1ac0jdx.damage} (same value: '2d8+7')
                        damageType : string {1-01.items.[].system.damageRolls.4zo4w1fiem5wx1ac0jdx.damageType} (same value: 'bludgeoning')
                    [675ematbrwim1brnp232] : object {1-01.items.[].system.damageRolls.675ematbrwim1brnp232}
                        damage : string {1-01.items.[].system.damageRolls.675ematbrwim1brnp232.damage} (same value: '2d8+7')
                        damageType : string {1-01.items.[].system.damageRolls.675ematbrwim1brnp232.damageType} (same value: 'bludgeoning')
                    [8d3l97185sg7g1irp5l3] : object {1-01.items.[].system.damageRolls.8d3l97185sg7g1irp5l3}
                        damage : string {1-01.items.[].system.damageRolls.8d3l97185sg7g1irp5l3.damage} (same value: '1d4+3')
                        damageType : string {1-01.items.[].system.damageRolls.8d3l97185sg7g1irp5l3.damageType} (same value: 'piercing')
                    f7aysg1od1qm8tt7db6q : object {1-01.items.[].system.damageRolls.f7aysg1od1qm8tt7db6q}
                        damage : string {1-01.items.[].system.damageRolls.f7aysg1od1qm8tt7db6q.damage} (same value: '2d10+3')
                        damageType : string {1-01.items.[].system.damageRolls.f7aysg1od1qm8tt7db6q.damageType} (same value: 'piercing')
                    [8dvra9jit7wnrx14nd8v] : object {1-01.items.[].system.damageRolls.8dvra9jit7wnrx14nd8v}
                        damage : string {1-01.items.[].system.damageRolls.8dvra9jit7wnrx14nd8v.damage} (same value: '2d8+7')
                        damageType : string {1-01.items.[].system.damageRolls.8dvra9jit7wnrx14nd8v.damageType} (same value: 'bludgeoning')
                    [bko543uz9n7o91fw8e09] : object {1-01.items.[].system.damageRolls.bko543uz9n7o91fw8e09}
                        damage : string {1-01.items.[].system.damageRolls.bko543uz9n7o91fw8e09.damage} (same value: '1d6+6')
                        damageType : string {1-01.items.[].system.damageRolls.bko543uz9n7o91fw8e09.damageType} (same value: 'bludgeoning')
                    [bly5t4lrtfjfyelu6mu5x] : object {1-01.items.[].system.damageRolls.bly5t4lrtfjfyelu6mu5x}
                        damage : string {1-01.items.[].system.damageRolls.bly5t4lrtfjfyelu6mu5x.damage} (same value: '3d6')
                        damageType : string {1-01.items.[].system.damageRolls.bly5t4lrtfjfyelu6mu5x.damageType} (same value: 'acid')
                    [c07qdc9k4jj2ngi6kyk6] : object {1-01.items.[].system.damageRolls.c07qdc9k4jj2ngi6kyk6}
                        damage : string {1-01.items.[].system.damageRolls.c07qdc9k4jj2ngi6kyk6.damage} (2 different values)
                            '2d6+6' (x1)
                            '1d6+3' (x1)
                        damageType : string {1-01.items.[].system.damageRolls.c07qdc9k4jj2ngi6kyk6.damageType} (same value: 'bludgeoning')
                    [c8h6ojyswu9h3ic4kbdv] : object {1-01.items.[].system.damageRolls.c8h6ojyswu9h3ic4kbdv}
                        damage : string {1-01.items.[].system.damageRolls.c8h6ojyswu9h3ic4kbdv.damage} (same value: '1d10+6')
                        damageType : string {1-01.items.[].system.damageRolls.c8h6ojyswu9h3ic4kbdv.damageType} (same value: 'bludgeoning')
                    [e4e9v1htkljt1ckzdfr1] : object {1-01.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1}
                        damage : string {1-01.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1.damage} (same value: '2d10+9')
                        damageType : string {1-01.items.[].system.damageRolls.e4e9v1htkljt1ckzdfr1.damageType} (same value: 'bludgeoning')
                    [ey6azuuwlybw1co71ts0] : object {1-01.items.[].system.damageRolls.ey6azuuwlybw1co71ts0}
                        damage : string {1-01.items.[].system.damageRolls.ey6azuuwlybw1co71ts0.damage} (same value: '1d6')
                        damageType : string {1-01.items.[].system.damageRolls.ey6azuuwlybw1co71ts0.damageType} (same value: 'slashing')
                    [go5ry3igsnjux3heemdq] : object {1-01.items.[].system.damageRolls.go5ry3igsnjux3heemdq}
                        damage : string {1-01.items.[].system.damageRolls.go5ry3igsnjux3heemdq.damage} (same value: '2d4+7')
                        damageType : string {1-01.items.[].system.damageRolls.go5ry3igsnjux3heemdq.damageType} (same value: 'bludgeoning')
                    [haizphzc9tbpe9cpautc] : object {1-01.items.[].system.damageRolls.haizphzc9tbpe9cpautc}
                        damage : string {1-01.items.[].system.damageRolls.haizphzc9tbpe9cpautc.damage} (same value: '1d6+6')
                        damageType : string {1-01.items.[].system.damageRolls.haizphzc9tbpe9cpautc.damageType} (same value: 'bludgeoning')
                    [hl766z85k2f2dczmazsp] : object {1-01.items.[].system.damageRolls.hl766z85k2f2dczmazsp}
                        damage : string {1-01.items.[].system.damageRolls.hl766z85k2f2dczmazsp.damage} (same value: '2d8+7')
                        damageType : string {1-01.items.[].system.damageRolls.hl766z85k2f2dczmazsp.damageType} (same value: 'bludgeoning')
                    [im06j3q7calu3h1d02i4] : object {1-01.items.[].system.damageRolls.im06j3q7calu3h1d02i4}
                        damage : string {1-01.items.[].system.damageRolls.im06j3q7calu3h1d02i4.damage} (same value: '1d10+6')
                        damageType : string {1-01.items.[].system.damageRolls.im06j3q7calu3h1d02i4.damageType} (same value: 'bludgeoning')
                    [kigtbgim787026bu17me] : object {1-01.items.[].system.damageRolls.kigtbgim787026bu17me}
                        damage : string {1-01.items.[].system.damageRolls.kigtbgim787026bu17me.damage} (same value: '2d8')
                        damageType : string {1-01.items.[].system.damageRolls.kigtbgim787026bu17me.damageType} (same value: 'void')
                    [l5xoi4n04cl72skas2m2] : object {1-01.items.[].system.damageRolls.l5xoi4n04cl72skas2m2}
                        damage : string {1-01.items.[].system.damageRolls.l5xoi4n04cl72skas2m2.damage} (same value: '2d8+7')
                        damageType : string {1-01.items.[].system.damageRolls.l5xoi4n04cl72skas2m2.damageType} (same value: 'bludgeoning')
                    [ljfciwwl00erapj6xcyi] : object {1-01.items.[].system.damageRolls.ljfciwwl00erapj6xcyi}
                        damage : string {1-01.items.[].system.damageRolls.ljfciwwl00erapj6xcyi.damage} (same value: '2d4+7')
                        damageType : string {1-01.items.[].system.damageRolls.ljfciwwl00erapj6xcyi.damageType} (same value: 'bludgeoning')
                    [ofjchq1h03sp13g2jaf7] : object {1-01.items.[].system.damageRolls.ofjchq1h03sp13g2jaf7}
                        damage : string {1-01.items.[].system.damageRolls.ofjchq1h03sp13g2jaf7.damage} (same value: '1d6')
                        damageType : string {1-01.items.[].system.damageRolls.ofjchq1h03sp13g2jaf7.damageType} (same value: 'void')
                    [pipt414ux93n6sn9020m] : object {1-01.items.[].system.damageRolls.pipt414ux93n6sn9020m}
                        damage : string {1-01.items.[].system.damageRolls.pipt414ux93n6sn9020m.damage} (same value: '1d10+6')
                        damageType : string {1-01.items.[].system.damageRolls.pipt414ux93n6sn9020m.damageType} (same value: 'bludgeoning')
                    [ptvlc1g6h5fmgiv71zhf] : object {1-01.items.[].system.damageRolls.ptvlc1g6h5fmgiv71zhf}
                        damage : string {1-01.items.[].system.damageRolls.ptvlc1g6h5fmgiv71zhf.damage} (same value: '2d4+7')
                        damageType : string {1-01.items.[].system.damageRolls.ptvlc1g6h5fmgiv71zhf.damageType} (same value: 'bludgeoning')
                    [pwxh3x1q1gn4dep9tccy] : object {1-01.items.[].system.damageRolls.pwxh3x1q1gn4dep9tccy}
                        damage : string {1-01.items.[].system.damageRolls.pwxh3x1q1gn4dep9tccy.damage} (same value: '1d4+1')
                        damageType : string {1-01.items.[].system.damageRolls.pwxh3x1q1gn4dep9tccy.damageType} (same value: 'piercing')
                    [qju0z9heq4fw8xuj76pi] : object {1-01.items.[].system.damageRolls.qju0z9heq4fw8xuj76pi}
                        damage : string {1-01.items.[].system.damageRolls.qju0z9heq4fw8xuj76pi.damage} (same value: '2d4+7')
                        damageType : string {1-01.items.[].system.damageRolls.qju0z9heq4fw8xuj76pi.damageType} (same value: 'bludgeoning')
                    [qzvgfrtdozq4npji4aa4] : object {1-01.items.[].system.damageRolls.qzvgfrtdozq4npji4aa4}
                        damage : string {1-01.items.[].system.damageRolls.qzvgfrtdozq4npji4aa4.damage} (same value: '1d4+3')
                        damageType : string {1-01.items.[].system.damageRolls.qzvgfrtdozq4npji4aa4.damageType} (same value: 'piercing')
                    [s6jpih9zwwqp5u60uzai] : object {1-01.items.[].system.damageRolls.s6jpih9zwwqp5u60uzai}
                        damage : string {1-01.items.[].system.damageRolls.s6jpih9zwwqp5u60uzai.damage} (same value: '1d6+6')
                        damageType : string {1-01.items.[].system.damageRolls.s6jpih9zwwqp5u60uzai.damageType} (same value: 'bludgeoning')
                    [skozu1zgwse4jrj8xhand2] : object {1-01.items.[].system.damageRolls.skozu1zgwse4jrj8xhand2}
                        damage : string {1-01.items.[].system.damageRolls.skozu1zgwse4jrj8xhand2.damage} (same value: '4d6')
                        damageType : string {1-01.items.[].system.damageRolls.skozu1zgwse4jrj8xhand2.damageType} (same value: 'acid')
                    [udxpp9ryxqh3sdv80nrp] : object {1-01.items.[].system.damageRolls.udxpp9ryxqh3sdv80nrp}
                        damage : string {1-01.items.[].system.damageRolls.udxpp9ryxqh3sdv80nrp.damage} (same value: '2d6+9')
                        damageType : string {1-01.items.[].system.damageRolls.udxpp9ryxqh3sdv80nrp.damageType} (same value: 'bludgeoning')
                    [ujtbajeebtfq2x6cn2d7] : object {1-01.items.[].system.damageRolls.ujtbajeebtfq2x6cn2d7}
                        damage : string {1-01.items.[].system.damageRolls.ujtbajeebtfq2x6cn2d7.damage} (same value: '1d6')
                        damageType : string {1-01.items.[].system.damageRolls.ujtbajeebtfq2x6cn2d7.damageType} (same value: 'piercing')
                    [uz9cmtcbabix89cq90jp] : object {1-01.items.[].system.damageRolls.uz9cmtcbabix89cq90jp}
                        damage : string {1-01.items.[].system.damageRolls.uz9cmtcbabix89cq90jp.damage} (same value: '2d8+7')
                        damageType : string {1-01.items.[].system.damageRolls.uz9cmtcbabix89cq90jp.damageType} (same value: 'bludgeoning')
                    [w4uetqzz6inoglizrire] : object {1-01.items.[].system.damageRolls.w4uetqzz6inoglizrire}
                        damage : string {1-01.items.[].system.damageRolls.w4uetqzz6inoglizrire.damage} (same value: '1d10+6')
                        damageType : string {1-01.items.[].system.damageRolls.w4uetqzz6inoglizrire.damageType} (same value: 'bludgeoning')
                    [xbb5zsoxscas7mmiqecq] : object {1-01.items.[].system.damageRolls.xbb5zsoxscas7mmiqecq}
                        damage : string {1-01.items.[].system.damageRolls.xbb5zsoxscas7mmiqecq.damage} (same value: '1d4+1')
                        damageType : string {1-01.items.[].system.damageRolls.xbb5zsoxscas7mmiqecq.damageType} (same value: 'piercing')
                    z05z88pykuk0rfwe1m3p : object {1-01.items.[].system.damageRolls.z05z88pykuk0rfwe1m3p}
                        damage : string {1-01.items.[].system.damageRolls.z05z88pykuk0rfwe1m3p.damage} (same value: '1d6')
                        damageType : string {1-01.items.[].system.damageRolls.z05z88pykuk0rfwe1m3p.damageType} (same value: 'spirit')
                [defense] : object {1-01.items.[].system.defense}
                    save : object {1-01.items.[].system.defense.save}
                        basic : boolean {1-01.items.[].system.defense.save.basic} (same value: False)
                        statistic : string {1-01.items.[].system.defense.save.statistic} (same value: 'will')
                publication : object {1-01.items.[].system.publication}
                    license : string {1-01.items.[].system.publication.license} (same value: 'OGL')
                    remaster : boolean {1-01.items.[].system.publication.remaster} (same value: False)
                    title : string {1-01.items.[].system.publication.title} (4 different values)
                        '' (x80)
                        'Pathfinder Core Rulebook' (x8)
                        'Pathfinder Bestiary' (x6)
                        'Pathfinder Bestiary 2' (x3)
                rules : ignored (Foundry rules object) {1-01.items.[].system.rules}
                [damage] : object {1-01.items.[].system.damage}
                    [damageType] : string {1-01.items.[].system.damage.damageType} (2 different values)
                        'piercing' (x3)
                        'slashing' (x1)
                    [dice] : integer {1-01.items.[].system.damage.dice} (same value: 1)
                    [die] : string {1-01.items.[].system.damage.die} (2 different values)
                        'd4' (x2)
                        'd6' (x2)
                description : object {1-01.items.[].system.description}
                    value : string {1-01.items.[].system.description.value} (48 different values)
                [dexCap] : integer {1-01.items.[].system.dexCap} (2 different values)
                    3 (x2)
                    4 (x1)
                [duration] : object {1-01.items.[].system.duration}
                    sustained : boolean {1-01.items.[].system.duration.sustained} (same value: False)
                    value : string {1-01.items.[].system.duration.value} (4 different values)
                        '' (x3)
                        '5 minutes' (x1)
                        'varies' (x1)
                        '10 minutes' (x1)
                [equipped] : object {1-01.items.[].system.equipped}
                    carryType : string {1-01.items.[].system.equipped.carryType} (2 different values)
                        'worn' (x5)
                        'held' (x5)
                    [handsHeld] : integer {1-01.items.[].system.equipped.handsHeld} (2 different values)
                        1 (x5)
                        0 (x2)
                    [inSlot] : boolean {1-01.items.[].system.equipped.inSlot} (2 different values)
                        False (x1)
                        True (x1)
                    [invested] : empty
                [group] : string {1-01.items.[].system.group} (4 different values)
                    'leather' (x3)
                    'knife' (x2)
                    'sword' (x1)
                    'bow' (x1)
                [hardness] : integer {1-01.items.[].system.hardness} (3 different values)
                    0 (x8)
                    3 (x1)
                    5 (x1)
                [hp] : object {1-01.items.[].system.hp}
                    max : integer {1-01.items.[].system.hp.max} (2 different values)
                        0 (x8)
                        20 (x2)
                    value : integer {1-01.items.[].system.hp.value} (2 different values)
                        0 (x8)
                        20 (x2)
                [level] : object {1-01.items.[].system.level}
                    value : integer {1-01.items.[].system.level.value} (5 different values)
                        0 (x10)
                        4 (x2)
                        2 (x2)
                        3 (x1)
                        1 (x1)
                [location] : object {1-01.items.[].system.location}
                    heightenedLevel : integer {1-01.items.[].system.location.heightenedLevel} (5 different values)
                        3 (x2)
                        4 (x1)
                        7 (x1)
                        2 (x1)
                        1 (x1)
                    [uses] : object {1-01.items.[].system.location.uses}
                        max : integer {1-01.items.[].system.location.uses.max} (same value: 2)
                        value : integer {1-01.items.[].system.location.uses.value} (same value: 2)
                    value : string {1-01.items.[].system.location.value} (same value: 'q09mldN5OwQ33WsU')
                [material] : object {1-01.items.[].system.material}
                    [grade] : empty
                    [type] : empty
                [prepared] : object {1-01.items.[].system.prepared}
                    value : string {1-01.items.[].system.prepared.value} (same value: 'innate')
                [price] : object {1-01.items.[].system.price}
                    per : integer {1-01.items.[].system.price.per} (same value: 10)
                    value : object {1-01.items.[].system.price.value}
                        [gp] : integer {1-01.items.[].system.price.value.gp} (2 different values)
                            3 (x3)
                            2 (x1)
                        [sp] : integer {1-01.items.[].system.price.value.sp} (2 different values)
                            2 (x2)
                            1 (x2)
                [proficiency] : object {1-01.items.[].system.proficiency}
                    value : integer {1-01.items.[].system.proficiency.value} (same value: 0)
                [quantity] : integer {1-01.items.[].system.quantity} (3 different values)
                    1 (x7)
                    3 (x2)
                    10 (x1)
                [range] : mixed
                    integer {1-01.items.[].system.range} (2 different values)
                        10 (x1)
                        60 (x1)
                    object {1-01.items.[].system.range}
                        value : string {1-01.items.[].system.range.value} (4 different values)
                            '120 feet' (x2)
                            '' (x2)
                            'touch' (x1)
                            '30 feet' (x1)
                [reload] : object {1-01.items.[].system.reload}
                    value : string {1-01.items.[].system.reload.value} (3 different values)
                        '-' (x2)
                        '' (x1)
                        '0' (x1)
                [requirements] : string {1-01.items.[].system.requirements} (same value: '')
                [runes] : object {1-01.items.[].system.runes}
                    [potency] : integer {1-01.items.[].system.runes.potency} (same value: 0)
                    [property] : array<> {1-01.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: empty
                    [reinforcing] : integer {1-01.items.[].system.runes.reinforcing} (same value: 0)
                    [resilient] : integer {1-01.items.[].system.runes.resilient} (same value: 0)
                    [striking] : integer {1-01.items.[].system.runes.striking} (same value: 0)
                [showSlotlessLevels] : object {1-01.items.[].system.showSlotlessLevels}
                    value : boolean {1-01.items.[].system.showSlotlessLevels.value} (same value: False)
                [size] : string {1-01.items.[].system.size} (same value: 'med')
                [slots] : object {1-01.items.[].system.slots}
                [slug] : string {1-01.items.[].system.slug} (19 different values)
                [speedPenalty] : integer {1-01.items.[].system.speedPenalty} (same value: 0)
                [spelldc] : object {1-01.items.[].system.spelldc}
                    dc : integer {1-01.items.[].system.spelldc.dc} (same value: 21)
                    mod : integer {1-01.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {1-01.items.[].system.spelldc.value} (same value: 13)
                [splashDamage] : object {1-01.items.[].system.splashDamage}
                    [value] : integer {1-01.items.[].system.splashDamage.value} (same value: 0)
                [stackGroup] : string {1-01.items.[].system.stackGroup} (same value: 'arrows')
                [strength] : integer {1-01.items.[].system.strength} (2 different values)
                    1 (x2)
                    0 (x1)
                [target] : object {1-01.items.[].system.target}
                    value : string {1-01.items.[].system.target.value} (3 different values)
                        '' (x3)
                        '1 creature' (x2)
                        '1 spell effect or unattended magic item' (x1)
                [time] : object {1-01.items.[].system.time}
                    value : string {1-01.items.[].system.time.value} (same value: '2')
                [tradition] : object {1-01.items.[].system.tradition}
                    value : string {1-01.items.[].system.tradition.value} (same value: 'divine')
                [traits] : object {1-01.items.[].system.traits}
                    rarity : string {1-01.items.[].system.traits.rarity} (3 different values)
                        'common' (x92)
                        'unique' (x2)
                        'uncommon' (x2)
                    value : array<string> {1-01.items.[].system.traits.value}
                        Length: min=0 max=4
                        Value type: string {1-01.items.[].system.traits.value.[]} (32 different values)
                    [integrated] : empty
                    [selected] : mixed
                        object {1-01.items.[].system.traits.selected}
                        array<> {1-01.items.[].system.traits.selected}
                            Length: min=0 max=0
                            Value type: empty
                    [traditions] : array<string> {1-01.items.[].system.traits.traditions}
                        Length: min=2 max=4
                        Value type: string {1-01.items.[].system.traits.traditions.[]} (4 different values)
                            'occult' (x6)
                            'arcane' (x5)
                            'divine' (x3)
                            'primal' (x2)
                [usage] : object {1-01.items.[].system.usage}
                    value : string {1-01.items.[].system.usage.value} (2 different values)
                        'held-in-one-hand' (x4)
                        'held-in-one-plus-hands' (x1)
                [uses] : object {1-01.items.[].system.uses}
                    autoDestroy : boolean {1-01.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {1-01.items.[].system.uses.max} (same value: 1)
                    value : integer {1-01.items.[].system.uses.value} (same value: 1)
                [weaponType] : object {1-01.items.[].system.weaponType}
                    value : string {1-01.items.[].system.weaponType.value} (2 different values)
                        'melee' (x31)
                        'ranged' (x9)
            type : string {1-01.items.[].type} (8 different values)
                'action' (x40)
                'melee' (x40)
                'spell' (x6)
                'weapon' (x4)
                'armor' (x3)
                'shield' (x2)
                'consumable' (x1)
                'spellcastingEntry' (x1)
            [_stats] : object {1-01.items.[]._stats}
                compendiumSource : string {1-01.items.[]._stats.compendiumSource} (18 different values)
            [flags] : object {1-01.items.[].flags}
                pf2e : object {1-01.items.[].flags.pf2e}
                    linkedWeapon : string {1-01.items.[].flags.pf2e.linkedWeapon} (4 different values)
                        'jVjAtpRE6WjhzPKB' (x2)
                        '04m3EIa19ttph5GV' (x2)
                        'mMD4kftdZOuc9fDs' (x1)
                        'IJpCpIMcnl9ZLZlp' (x1)
    name : string {1-01.name} (all different values)
    system : object {1-01.system}
        attributes : object {1-01.system.attributes}
            ac : object {1-01.system.attributes.ac}
                [details] : string {1-01.system.attributes.ac.details} (3 different values)
                    '' (x17)
                    '(21 with shield raised)' (x1)
                    '(24 with shield raised)' (x1)
                value : integer {1-01.system.attributes.ac.value} (8 different values)
                    0 (x8)
                    19 (x7)
                    22 (x6)
                    16 (x4)
                    17 (x1)
                    18 (x1)
                    15 (x1)
                    21 (x1)
            [emitsSound] : string {1-01.system.attributes.emitsSound} (same value: 'encounter')
            [hardness] : integer {1-01.system.attributes.hardness} (same value: 0)
            [hasHealth] : boolean {1-01.system.attributes.hasHealth} (same value: True)
            hp : object {1-01.system.attributes.hp}
                details : string {1-01.system.attributes.hp.details} (2 different values)
                    '' (x26)
                    'void healing' (x3)
                max : integer {1-01.system.attributes.hp.max} (11 different values)
                temp : integer {1-01.system.attributes.hp.temp} (same value: 0)
                value : integer {1-01.system.attributes.hp.value} (10 different values)
                    0 (x10)
                    45 (x6)
                    75 (x6)
                    19 (x1)
                    7 (x1)
                    6 (x1)
                    60 (x1)
                    25 (x1)
                    70 (x1)
                    110 (x1)
            [allSaves] : object {1-01.system.attributes.allSaves}
                value : string {1-01.system.attributes.allSaves.value} (same value: '')
            [immunities] : array<object> {1-01.system.attributes.immunities}
                Length: min=0 max=5
                Value type: object {1-01.system.attributes.immunities.[]}
                    type : string {1-01.system.attributes.immunities.[].type} (5 different values)
                        'death-effects' (x4)
                        'disease' (x3)
                        'paralyzed' (x3)
                        'poison' (x3)
                        'unconscious' (x3)
            [resistances] : array<object> {1-01.system.attributes.resistances}
                Length: min=1 max=1
                Value type: object {1-01.system.attributes.resistances.[]}
                    type : string {1-01.system.attributes.resistances.[].type} (same value: 'all-damage')
                    value : integer {1-01.system.attributes.resistances.[].value} (same value: 3)
            [speed] : object {1-01.system.attributes.speed}
                otherSpeeds : array<object> {1-01.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {1-01.system.attributes.speed.otherSpeeds.[]}
                        type : string {1-01.system.attributes.speed.otherSpeeds.[].type} (same value: 'fly')
                        value : integer {1-01.system.attributes.speed.otherSpeeds.[].value} (same value: 30)
                value : integer {1-01.system.attributes.speed.value} (2 different values)
                    25 (x17)
                    10 (x2)
            [stealth] : object {1-01.system.attributes.stealth}
                details : string {1-01.system.attributes.stealth.details} (3 different values)
                    '' (x6)
                    '<p>(trained) to hear the scratching beneath the floorboards</p>' (x2)
                    '<p>(trained) to hear the whispers from a distance</p>' (x2)
                value : integer {1-01.system.attributes.stealth.value} (5 different values)
                    0 (x4)
                    13 (x2)
                    10 (x2)
                    4 (x1)
                    2 (x1)
            [weaknesses] : array<object> {1-01.system.attributes.weaknesses}
                Length: min=1 max=2
                Value type: object {1-01.system.attributes.weaknesses.[]}
                    type : string {1-01.system.attributes.weaknesses.[].type} (5 different values)
                        'fire' (x2)
                        'light' (x2)
                        'critical-hits' (x1)
                        'vitality' (x1)
                        'holy' (x1)
                    value : integer {1-01.system.attributes.weaknesses.[].value} (3 different values)
                        5 (x4)
                        10 (x2)
                        6 (x1)
        [creatureType] : string {1-01.system.creatureType} (same value: '')
        details : object {1-01.system.details}
            [description] : string {1-01.system.details.description} (6 different values)
                '<p>Around the edges of the pit, more rotting boards are ready to give way.</p>' (x2)
                '<p>A flawed ritual emits surges of shadowy energy and opens tiny breaches into the Shadow Plane.</p>' (x2)
                '<p>Illusory hands tear from the floorboards, clawing at their victim\'s legs and leaving real wounds.</p>' (x2)
                '<p>Lost spirits whisper, reliving their last moments, ready to drag the living into their illusion.</p>' (x2)
                '<p>The crowd is riled up enough to start throwing chamberpots at the interlopers, but not riled up enough to risk their lives. The crowd fills nine contiguous squares but can be shaped to fit the streets. Characters can move through the crowd, but spaces occupied by the crowd are difficult terrain.</p>' (x1)
                '<p>The crowd is riled up enough to start throwing garbage at the interlopers, but not riled up enough to risk their lives. The crowd fills nine contiguous squares but can be shaped to fit the streets. Characters can move through the crowd, but spaces occupied by the crowd are difficult terrain.</p>' (x1)
            [disable] : string {1-01.system.details.disable} (9 different values)
                '<p>After more people in the crowd have become shaken or taken damage than there are crowd leaders left standing, the crowd disperses. For abilities affecting an area, count each affected square as one member of the crowd.</p>' (x2)
                '<p>@Check[crafting|dc:16|name:Reinforce Beams] to reinforce the beams</p>' (x1)
                '<p>@Check[crafting|dc:14|name:Reinforce Beams] to reinforce the beams</p>' (x1)
                '<p>Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Each of Tavvar\'s three aides keeps one flaw under control as long as they are alive, while Tavvar herself staves off the ritual\'s implosion as listed in the ritual anchor ability below.</p>
            <p>Each flaw can be repaired with a successful @Check[occultism|dc:24] check or DC 20 (trained) check using a skill related to the flaw\'s original cause (see the table below). Regardless of success or failure, a PC who attempts an Occultism check to disable the hazard learns the cause of the flaws and the skills that can be used to overcome it.</p>
            <p>Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2. Instead of using skill checks, the PCs can use force to stabilize the ritual. A PC who defeats a shadow wisp automatically repairs one flaw.</p>
            <table class="pf2e">
            <thead>
            <tr>
            <th>d4</th>
            <th>Cause of Flaw</th>
            <th>Skills to Overcome</th>
            </tr>
            </thead>
            <tbody>
            <tr>
            <td>1</td>
            <td>Harried (a "publish or perish" culture at the College of Mystery led to Tavvar cutting corners in the ritual\'s execution, so some runes aren\'t drawn quite right)</td>
            <td>@Check[arcana|dc:20] (trained) or @Check[thievery|dc:20] (trained)</td>
            </tr>
            <tr>
            <td>2</td>
            <td>Misplaced Affection (Tavvar is from Nidal and subconsciously hopes the ritual will show that there is some good in her homeland; she included some Shadowtongue in the runes and it\'s enhancing the energy</td>
            <td>@Check[society|dc:20] (trained) or @Check[religion|dc:20] (trained)</td>
            </tr>
            <tr>
            <td>3</td>
            <td>Cloistered (Tavvar hasn\'t done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)</td>
            <td>@Check[crafting|dc:20] (trained) or @Check[nature|dc:20] (trained)</td>
            </tr>
            <tr>
            <td>4</td>
            <td>Restrained (Tavvar\'s own hesitation and self-doubt has led to the ritual slipping out of her control)</td>
            <td>@Check[deception|dc:20] (trained) or @Check[diplomacy|dc:20] (trained)</td>
            </tr>
            </tbody>
            </table>' (x1)
                '<p>Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Each of Tavvar\'s three aides keeps one flaw under control as long as they are alive, while Tavvar herself staves off the ritual\'s implosion as listed in the ritual anchor ability below.</p>
            <p>Each flaw can be repaired with a successful @Check[occultism|dc:22] or DC 18 (trained) check using a skill related to the flaw\'s original cause (see the table below). Regardless of success or failure, a PC who attempts an Occultism check to disable the hazard learns the cause of the flaws and the skills that can be used to overcome it.</p>
            <p>Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2. Instead of using skill checks, the PCs can use force to stabilize the ritual. A PC who defeats a shadow wisp automatically repairs one flaw.</p>
            <table class="pf2e">
            <thead>
            <tr>
            <th>d4</th>
            <th>Cause of Flaw</th>
            <th>Skills to Overcome</th>
            </tr>
            </thead>
            <tbody>
            <tr>
            <td>1</td>
            <td>Harried (a "publish or perish" culture at the College of Mystery led to Tavvar cutting corners in the ritual\'s execution, so some runes aren\'t drawn quite right)</td>
            <td>@Check[arcana|dc:18] (trained) or @Check[thievery|dc:18] (trained)</td>
            </tr>
            <tr>
            <td>2</td>
            <td>Misplaced Affection (Tavvar is from Nidal and subconsciously hopes the ritual will show that there is some good in her homeland; she included some Shadowtongue in the runes and it\'s enhancing the energy</td>
            <td>@Check[society|dc:18] (trained) or @Check[religion|dc:18] (trained)</td>
            </tr>
            <tr>
            <td>3</td>
            <td>Cloistered (Tavvar hasn\'t done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)</td>
            <td>@Check[crafting|dc:18] (trained) or @Check[nature|dc:18] (trained)</td>
            </tr>
            <tr>
            <td>4</td>
            <td>Restrained (Tavvar\'s own hesitation and self-doubt has led to the ritual slipping out of her control)</td>
            <td>@Check[deception|dc:18] (trained) or @Check[diplomacy|dc:18] (trained)</td>
            </tr>
            </tbody>
            </table>' (x1)
                '<p>@Check[religion|dc:20|name:Exorcize the Spirits] (trained) to exorcize the spirits</p>' (x1)
                '<p>@Check[religion|dc:16|name:Exorcize the Spirits] (trained) to exorcize the spirits</p>' (x1)
                '<p>@Check[religion|dc:19|name:Supress the Spirits] (trained) to suppress the spirits or @Check[performance|dc:19|name:Drown Out the Spirits] (trained) to drown them out</p>' (x1)
                '<p>@Check[religion|dc:16|name:Supress the Spirits] (trained) to suppress the spirits or @Check[performance|dc:16|name:Drown Out the Spirits] (trained) to drown them out</p>' (x1)
            [isComplex] : boolean {1-01.system.details.isComplex} (2 different values)
                False (x6)
                True (x4)
            level : object {1-01.system.details.level}
                value : integer {1-01.system.details.level.value} (7 different values)
                    5 (x8)
                    3 (x8)
                    2 (x5)
                    4 (x3)
                    -1 (x2)
                    0 (x2)
                    1 (x1)
            publication : object {1-01.system.details.publication}
                license : string {1-01.system.details.publication.license} (same value: 'OGL')
                remaster : boolean {1-01.system.details.publication.remaster} (same value: False)
                title : string {1-01.system.details.publication.title} (same value: 'Pathfinder Society Scenario #1-01: The Absalom Initiation')
            [blurb] : string {1-01.system.details.blurb} (same value: '')
            [languages] : object {1-01.system.details.languages}
                details : string {1-01.system.details.languages.details} (3 different values)
                    '(can\'t speak any language)' (x12)
                    '' (x6)
                    'telepathy 100 feet' (x1)
                value : array<string> {1-01.system.details.languages.value}
                    Length: min=0 max=2
                    Value type: string {1-01.system.details.languages.value.[]} (4 different values)
                        'common' (x16)
                        'necril' (x2)
                        'goblin' (x1)
                        'daemonic' (x1)
            [privateNotes] : string {1-01.system.details.privateNotes} (same value: '')
            [publicNotes] : string {1-01.system.details.publicNotes} (4 different values)
                '' (x16)
                '<p>The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.</p>
            <hr />
            <p>These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."</p>
            <p>Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins\' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.</p>' (x1)
                '<p>Necromantic augmentations have granted this zombie increased size and power.</p>
            <hr />
            <p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
                '<p>Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners\' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon.</p>
            <hr />
            <p>Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.</p>
            <p>While those who summon daemons to the Material Plane usually seek to use the creatures\' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals\' fear.</p>
            <p>While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods-not least of which is the cacodaemons\' soul gems-to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."</p>' (x1)
            [reset] : string {1-01.system.details.reset} (5 different values)
                '<p>As the damage to the floor spreads, the areas adjacent to the new pit become new areas of this hazard.</p>' (x2)
                '<p>After more people in the crowd have become shaken or taken damage than there are crowd leaders left standing, the crowd disperses. For abilities affecting an area, count each affected square as one member of the crowd.</p>' (x2)
                '' (x2)
                '<p>The underlying spirits remain, resetting the haunt every midnight, until the true story of what happened here becomes public.</p>' (x2)
                '<p>The underlying spirits remain, resetting the haunt every midnight, until what truly happened here becomes public.</p>' (x2)
            [routine] : string {1-01.system.details.routine} (5 different values)
                '' (x6)
                '<p>(3 actions) The crowd uses its first action to Stride away from any opponent adjacent to them (or to get within 30 feet), then uses each remaining action to make a chamber pot Strike at a different target.</p>' (x1)
                '<p>(3 actions) The crowd uses its first action to Stride away from any opponent adjacent to them (or to get within 30 feet), then uses each remaining action to make a trash Strike at a different target.</p>' (x1)
                '<p>(1 action) On each of its turns, the ritual lets out a surge of shadowy energy, dealing @Damage[4d6[void]] damage (@Check[fortitude|dc:22|basic|name:Flawed Ritual] save) to each character who participated in ritual the past round (including Tavvar and her aides as well as any PC who attempted a skill check to disable the hazard). A non-participant can step in front of a participant as a reaction. This blocks the damage from the ritual caster, but the non-participant must then attempt the Fortitude save.</p><p>In addition to dealing damage, the ritual\'s surge of energy brings a @UUID[Compendium.pf2e.pfs-season-1-bestiary.Actor.Greater Shadow Wisp] into the room. Wisps act at the end of the ritual\'s turn. If there are already two shadow wisps in the room, instead of creating a new wisp, the ritual restores @Damage[10[healing]] Hit Points to each wisp.</p>' (x1)
                '<p>(1 action) On each of its turns, the ritual lets out a surge of shadowy energy, dealing @Damage[2d6[void]] damage (@Check[fortitude|dc:18|basic] save) to each character who participated in ritual the past round (including Tavvar and her aides as well as any PC who attempted a skill check to disable the hazard). A non-participant can step in front of a participant as a reaction. This blocks the damage from the ritual caster, but the non-participant must then attempt the Fortitude save.</p><p>In addition to dealing damage, the ritual\'s surge of energy brings a @UUID[Compendium.pf2e.pfs-season-1-bestiary.Actor.Shadow Wisp] into the room. Wisps act at the end of the ritual\'s turn. If there are already two shadow wisps in the room, instead of creating a new wisp, the ritual restores @Damage[10[healing]] Hit Points to each wisp.</p>' (x1)
        saves : object {1-01.system.saves}
            fortitude : object {1-01.system.saves.fortitude}
                saveDetail : string {1-01.system.saves.fortitude.saveDetail} (same value: '')
                value : integer {1-01.system.saves.fortitude.value} (9 different values)
                    0 (x8)
                    9 (x6)
                    15 (x6)
                    4 (x2)
                    5 (x2)
                    14 (x2)
                    11 (x1)
                    8 (x1)
                    10 (x1)
            reflex : object {1-01.system.saves.reflex}
                saveDetail : string {1-01.system.saves.reflex.saveDetail} (same value: '')
                value : integer {1-01.system.saves.reflex.value} (8 different values)
                    0 (x8)
                    9 (x7)
                    12 (x6)
                    6 (x2)
                    3 (x2)
                    7 (x2)
                    11 (x1)
                    10 (x1)
            will : object {1-01.system.saves.will}
                saveDetail : string {1-01.system.saves.will.saveDetail} (same value: '')
                value : integer {1-01.system.saves.will.value} (8 different values)
                    0 (x8)
                    6 (x8)
                    9 (x6)
                    3 (x2)
                    10 (x2)
                    7 (x1)
                    8 (x1)
                    4 (x1)
        [statusEffects] : array<> {1-01.system.statusEffects}
            Length: min=0 max=0
            Value type: empty
        traits : object {1-01.system.traits}
            rarity : string {1-01.system.traits.rarity} (2 different values)
                'common' (x15)
                'rare' (x14)
            size : object {1-01.system.traits.size}
                value : string {1-01.system.traits.size.value} (4 different values)
                    'med' (x24)
                    'tiny' (x2)
                    'lg' (x2)
                    'sm' (x1)
            value : array<string> {1-01.system.traits.value}
                Length: min=1 max=5
                Value type: string {1-01.system.traits.value.[]} (17 different values)
        [abilities] : object {1-01.system.abilities}
            cha : object {1-01.system.abilities.cha}
                mod : integer {1-01.system.abilities.cha.mod} (5 different values)
                    0 (x12)
                    3 (x4)
                    1 (x1)
                    2 (x1)
                    -2 (x1)
            con : object {1-01.system.abilities.con}
                mod : integer {1-01.system.abilities.con.mod} (4 different values)
                    4 (x8)
                    3 (x6)
                    1 (x3)
                    0 (x2)
            dex : object {1-01.system.abilities.dex}
                mod : integer {1-01.system.abilities.dex.mod} (4 different values)
                    3 (x15)
                    4 (x2)
                    -3 (x1)
                    2 (x1)
            int : object {1-01.system.abilities.int}
                mod : integer {1-01.system.abilities.int.mod} (3 different values)
                    -3 (x14)
                    0 (x4)
                    -5 (x1)
            str : object {1-01.system.abilities.str}
                mod : integer {1-01.system.abilities.str.mod} (6 different values)
                    5 (x8)
                    4 (x6)
                    -3 (x2)
                    3 (x1)
                    1 (x1)
                    0 (x1)
            wis : object {1-01.system.abilities.wis}
                mod : integer {1-01.system.abilities.wis.mod} (4 different values)
                    0 (x14)
                    1 (x3)
                    -1 (x1)
                    2 (x1)
        [customModifiers] : object {1-01.system.customModifiers}
        [initiative] : object {1-01.system.initiative}
            statistic : string {1-01.system.initiative.statistic} (same value: 'perception')
        [perception] : object {1-01.system.perception}
            details : string {1-01.system.perception.details} (same value: '')
            mod : integer {1-01.system.perception.mod} (6 different values)
                6 (x7)
                9 (x6)
                4 (x3)
                2 (x1)
                8 (x1)
                12 (x1)
            senses : array<object> {1-01.system.perception.senses}
                Length: min=0 max=2
                Value type: object {1-01.system.perception.senses.[]}
                    type : string {1-01.system.perception.senses.[].type} (2 different values)
                        'darkvision' (x3)
                        'see-invisibility' (x1)
        [resources] : object {1-01.system.resources}
            focus : object {1-01.system.resources.focus}
                max : integer {1-01.system.resources.focus.max} (same value: 1)
                value : integer {1-01.system.resources.focus.value} (same value: 1)
        [skills] : object {1-01.system.skills}
            [acrobatics] : object {1-01.system.skills.acrobatics}
                base : integer {1-01.system.skills.acrobatics.base} (3 different values)
                    9 (x7)
                    12 (x6)
                    5 (x2)
            [athletics] : object {1-01.system.skills.athletics}
                base : integer {1-01.system.skills.athletics.base} (4 different values)
                    10 (x6)
                    13 (x6)
                    2 (x1)
                    9 (x1)
            [crafting] : object {1-01.system.skills.crafting}
                base : integer {1-01.system.skills.crafting.base} (2 different values)
                    4 (x1)
                    2 (x1)
            [deception] : object {1-01.system.skills.deception}
                base : integer {1-01.system.skills.deception.base} (3 different values)
                    7 (x1)
                    5 (x1)
                    13 (x1)
            [diplomacy] : object {1-01.system.skills.diplomacy}
                base : integer {1-01.system.skills.diplomacy.base} (2 different values)
                    7 (x1)
                    5 (x1)
            [intimidation] : object {1-01.system.skills.intimidation}
                base : integer {1-01.system.skills.intimidation.base} (3 different values)
                    7 (x1)
                    5 (x1)
                    11 (x1)
            [nature] : object {1-01.system.skills.nature}
                base : integer {1-01.system.skills.nature.base} (same value: 1)
            [stealth] : object {1-01.system.skills.stealth}
                base : integer {1-01.system.skills.stealth.base} (4 different values)
                    5 (x1)
                    13 (x1)
                    9 (x1)
                    10 (x1)
            [survival] : object {1-01.system.skills.survival}
                base : integer {1-01.system.skills.survival.base} (3 different values)
                    7 (x6)
                    9 (x6)
                    8 (x1)
    type : string {1-01.type} (2 different values)
        'npc' (x19)
        'hazard' (x10)
    [prototypeToken] : object {1-01.prototypeToken}
        name : string {1-01.prototypeToken.name} (5 different values)
            'Fleshforge Dreg' (x6)
            'Fleshforge Prototype' (x6)
            'Goblin Warrior' (x1)
            'Unkillable Zombie Brute' (x1)
            'Ceustodaemon' (x1)