6-11
Different values: 13
=====================================
object {6-11}
    _id : string {6-11._id} (all different values)
    folder : string {6-11.folder} (same value: 'oAIT37JOUCRcCl1O')
    img : string {6-11.img} (2 different values)
        'systems/pf2e/icons/default-icons/npc.svg' (x9)
        'systems/pf2e/icons/default-icons/hazard.svg' (x4)
    items : array<object> {6-11.items}
        Length: min=2 max=14
        Value type: object {6-11.items.[]}
            _id : string {6-11.items.[]._id} (49 different values)
            img : string {6-11.items.[].img} (15 different values)
            name : string {6-11.items.[].name} (41 different values)
            sort : integer {6-11.items.[].sort} (15 different values)
            system : object {6-11.items.[].system}
                [acBonus] : integer {6-11.items.[].system.acBonus} (same value: 3)
                [actionType] : object {6-11.items.[].system.actionType}
                    value : string {6-11.items.[].system.actionType.value} (3 different values)
                        'action' (x19)
                        'passive' (x18)
                        'reaction' (x8)
                [actions] : object {6-11.items.[].system.actions}
                    [value] : integer {6-11.items.[].system.actions.value} (3 different values)
                        1 (x14)
                        2 (x3)
                        3 (x2)
                [area] : object {6-11.items.[].system.area}
                    type : string {6-11.items.[].system.area.type} (same value: 'emanation')
                    value : integer {6-11.items.[].system.area.value} (same value: 30)
                [attackEffects] : object {6-11.items.[].system.attackEffects}
                    value : array<string> {6-11.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {6-11.items.[].system.attackEffects.value.[]} (2 different values)
                            'grab' (x5)
                            'crossbow-precision' (x1)
                [autoHeightenLevel] : object {6-11.items.[].system.autoHeightenLevel}
                    [value] : empty
                [baseItem] : string {6-11.items.[].system.baseItem} (5 different values)
                    'sukgung' (x3)
                    'sword-cane' (x3)
                    'crossbow' (x1)
                    'shortsword' (x1)
                    'scale-mail' (x1)
                [bonus] : object {6-11.items.[].system.bonus}
                    value : integer {6-11.items.[].system.bonus.value} (10 different values)
                        0 (x8)
                        20 (x6)
                        17 (x3)
                        22 (x3)
                        12 (x2)
                        16 (x1)
                        14 (x1)
                        19 (x1)
                        15 (x1)
                        13 (x1)
                [bonusDamage] : object {6-11.items.[].system.bonusDamage}
                    value : integer {6-11.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {6-11.items.[].system.bulk}
                    value : mixed
                        float {6-11.items.[].system.bulk.value} (same value: 0,1)
                        integer {6-11.items.[].system.bulk.value} (2 different values)
                            1 (x7)
                            2 (x1)
                [category] : string {6-11.items.[].system.category} (8 different values)
                    'offensive' (x32)
                    'defensive' (x7)
                    'martial' (x7)
                    'interaction' (x6)
                    'ammo' (x4)
                    'other' (x3)
                    'simple' (x1)
                    'medium' (x1)
                [checkPenalty] : integer {6-11.items.[].system.checkPenalty} (same value: -2)
                [containerId] : empty
                [cost] : object {6-11.items.[].system.cost}
                    value : string {6-11.items.[].system.cost.value} (same value: '')
                [counteraction] : boolean {6-11.items.[].system.counteraction} (same value: False)
                [damage] : object {6-11.items.[].system.damage}
                    damageType : string {6-11.items.[].system.damage.damageType} (same value: 'piercing')
                    dice : integer {6-11.items.[].system.damage.dice} (same value: 1)
                    die : string {6-11.items.[].system.damage.die} (2 different values)
                        'd8' (x4)
                        'd6' (x4)
                [damageRolls] : object {6-11.items.[].system.damageRolls}
                    [3tBOZdO30TSKUMzL] : object {6-11.items.[].system.damageRolls.3tBOZdO30TSKUMzL}
                        damage : string {6-11.items.[].system.damageRolls.3tBOZdO30TSKUMzL.damage} (same value: '2d10+10')
                        damageType : string {6-11.items.[].system.damageRolls.3tBOZdO30TSKUMzL.damageType} (same value: 'piercing')
                    [885udcwgym3ig3x5hgyx] : object {6-11.items.[].system.damageRolls.885udcwgym3ig3x5hgyx}
                        damage : string {6-11.items.[].system.damageRolls.885udcwgym3ig3x5hgyx.damage} (same value: '1d6+4')
                        damageType : string {6-11.items.[].system.damageRolls.885udcwgym3ig3x5hgyx.damageType} (same value: 'piercing')
                    [BqbuEl9QLIApnUsB] : object {6-11.items.[].system.damageRolls.BqbuEl9QLIApnUsB}
                        damage : string {6-11.items.[].system.damageRolls.BqbuEl9QLIApnUsB.damage} (2 different values)
                            '3d8+9' (x1)
                            '3d6+8' (x1)
                        damageType : string {6-11.items.[].system.damageRolls.BqbuEl9QLIApnUsB.damageType} (same value: 'piercing')
                    [Rcc0Zc6OmyI8es8d] : object {6-11.items.[].system.damageRolls.Rcc0Zc6OmyI8es8d}
                        damage : string {6-11.items.[].system.damageRolls.Rcc0Zc6OmyI8es8d.damage} (3 different values)
                            '2d6+9' (x1)
                            '2d6+6' (x1)
                            '2d6+11' (x1)
                        damageType : string {6-11.items.[].system.damageRolls.Rcc0Zc6OmyI8es8d.damageType} (same value: 'slashing')
                    [WO5B8sA9vt1PVIvD] : object {6-11.items.[].system.damageRolls.WO5B8sA9vt1PVIvD}
                        damage : string {6-11.items.[].system.damageRolls.WO5B8sA9vt1PVIvD.damage} (same value: '2d6+10')
                        damageType : string {6-11.items.[].system.damageRolls.WO5B8sA9vt1PVIvD.damageType} (same value: 'bludgeoning')
                    [Wo4WcPeSYL6cd59F] : object {6-11.items.[].system.damageRolls.Wo4WcPeSYL6cd59F}
                        damage : string {6-11.items.[].system.damageRolls.Wo4WcPeSYL6cd59F.damage} (3 different values)
                            '2d8+9' (x1)
                            '2d8+6' (x1)
                            '2d8+11' (x1)
                        damageType : string {6-11.items.[].system.damageRolls.Wo4WcPeSYL6cd59F.damageType} (same value: 'piercing')
                    [avsphsmgbf65ekmp8pwx] : object {6-11.items.[].system.damageRolls.avsphsmgbf65ekmp8pwx}
                        damage : string {6-11.items.[].system.damageRolls.avsphsmgbf65ekmp8pwx.damage} (2 different values)
                            '2d12+6' (x1)
                            '2d12+9' (x1)
                        damageType : string {6-11.items.[].system.damageRolls.avsphsmgbf65ekmp8pwx.damageType} (same value: 'bludgeoning')
                    [fnq7tjzec5tzge22sp3t] : object {6-11.items.[].system.damageRolls.fnq7tjzec5tzge22sp3t}
                        damage : string {6-11.items.[].system.damageRolls.fnq7tjzec5tzge22sp3t.damage} (2 different values)
                            '2d6+6' (x1)
                            '2d8+6' (x1)
                        damageType : string {6-11.items.[].system.damageRolls.fnq7tjzec5tzge22sp3t.damageType} (same value: 'bludgeoning')
                    [itMpfcmWVcWxzmpC] : object {6-11.items.[].system.damageRolls.itMpfcmWVcWxzmpC}
                        damage : string {6-11.items.[].system.damageRolls.itMpfcmWVcWxzmpC.damage} (2 different values)
                            '4d8' (x1)
                            '4d6' (x1)
                        damageType : string {6-11.items.[].system.damageRolls.itMpfcmWVcWxzmpC.damageType} (same value: 'sonic')
                    [j4nW0izAj8I8wdD1] : object {6-11.items.[].system.damageRolls.j4nW0izAj8I8wdD1}
                        damage : string {6-11.items.[].system.damageRolls.j4nW0izAj8I8wdD1.damage} (same value: '2d8+10')
                        damageType : string {6-11.items.[].system.damageRolls.j4nW0izAj8I8wdD1.damageType} (same value: 'slashing')
                    [x8o9h99utw7sr924z2xb] : object {6-11.items.[].system.damageRolls.x8o9h99utw7sr924z2xb}
                        damage : string {6-11.items.[].system.damageRolls.x8o9h99utw7sr924z2xb.damage} (same value: '1d8+2')
                        damageType : string {6-11.items.[].system.damageRolls.x8o9h99utw7sr924z2xb.damageType} (same value: 'piercing')
                description : object {6-11.items.[].system.description}
                    value : string {6-11.items.[].system.description.value} (40 different values)
                [defense] : empty
                [dexCap] : integer {6-11.items.[].system.dexCap} (same value: 2)
                [duration] : object {6-11.items.[].system.duration}
                    sustained : boolean {6-11.items.[].system.duration.sustained} (same value: False)
                    value : string {6-11.items.[].system.duration.value} (3 different values)
                        '5 minutes' (x1)
                        '1 hour' (x1)
                        '' (x1)
                [equipped] : object {6-11.items.[].system.equipped}
                    carryType : string {6-11.items.[].system.equipped.carryType} (2 different values)
                        'worn' (x16)
                        'held' (x2)
                    [handsHeld] : integer {6-11.items.[].system.equipped.handsHeld} (3 different values)
                        0 (x8)
                        2 (x1)
                        1 (x1)
                    [inSlot] : boolean {6-11.items.[].system.equipped.inSlot} (same value: True)
                    [invested] : empty
                [frequency] : object {6-11.items.[].system.frequency}
                    max : integer {6-11.items.[].system.frequency.max} (same value: 1)
                    per : string {6-11.items.[].system.frequency.per} (2 different values)
                        'PT1H' (x3)
                        'day' (x2)
                    value : integer {6-11.items.[].system.frequency.value} (same value: 1)
                [group] : string {6-11.items.[].system.group} (3 different values)
                    'crossbow' (x4)
                    'sword' (x4)
                    'composite' (x1)
                [hardness] : integer {6-11.items.[].system.hardness} (same value: 0)
                publication : object {6-11.items.[].system.publication}
                    license : string {6-11.items.[].system.publication.license} (2 different values)
                        'OGL' (x46)
                        'ORC' (x40)
                    remaster : boolean {6-11.items.[].system.publication.remaster} (2 different values)
                        False (x46)
                        True (x40)
                    title : string {6-11.items.[].system.publication.title} (4 different values)
                        '' (x49)
                        'Pathfinder Monster Core' (x21)
                        'Pathfinder Player Core' (x13)
                        'Pathfinder Treasure Vault' (x3)
                rules : ignored (Foundry rules object) {6-11.items.[].system.rules}
                [hp] : object {6-11.items.[].system.hp}
                    max : integer {6-11.items.[].system.hp.max} (same value: 0)
                    value : integer {6-11.items.[].system.hp.value} (same value: 0)
                [level] : object {6-11.items.[].system.level}
                    value : integer {6-11.items.[].system.level.value} (4 different values)
                        0 (x15)
                        1 (x4)
                        4 (x1)
                        2 (x1)
                [location] : object {6-11.items.[].system.location}
                    [heightenedLevel] : integer {6-11.items.[].system.location.heightenedLevel} (same value: 4)
                    value : string {6-11.items.[].system.location.value} (same value: 'wuxLsndHxEuyThiy')
                [material] : object {6-11.items.[].system.material}
                    [grade] : empty
                    [type] : empty
                [prepared] : object {6-11.items.[].system.prepared}
                    value : string {6-11.items.[].system.prepared.value} (same value: 'innate')
                [price] : object {6-11.items.[].system.price}
                    [per] : integer {6-11.items.[].system.price.per} (same value: 10)
                    value : object {6-11.items.[].system.price.value}
                        [gp] : integer {6-11.items.[].system.price.value.gp} (4 different values)
                            7 (x3)
                            5 (x3)
                            3 (x1)
                            4 (x1)
                        [sp] : integer {6-11.items.[].system.price.value.sp} (2 different values)
                            1 (x4)
                            9 (x1)
                [proficiency] : object {6-11.items.[].system.proficiency}
                    value : integer {6-11.items.[].system.proficiency.value} (same value: 1)
                [quantity] : integer {6-11.items.[].system.quantity} (3 different values)
                    1 (x11)
                    20 (x4)
                    3 (x3)
                [range] : mixed
                    object {6-11.items.[].system.range}
                        value : string {6-11.items.[].system.range.value} (3 different values)
                            'touch' (x1)
                            '30 feet' (x1)
                            '' (x1)
                    integer {6-11.items.[].system.range} (2 different values)
                        200 (x3)
                        120 (x1)
                [reload] : object {6-11.items.[].system.reload}
                    value : string {6-11.items.[].system.reload.value} (2 different values)
                        '1' (x4)
                        '' (x4)
                [requirements] : string {6-11.items.[].system.requirements} (same value: '')
                [runes] : object {6-11.items.[].system.runes}
                    potency : integer {6-11.items.[].system.runes.potency} (2 different values)
                        1 (x6)
                        0 (x3)
                    property : array<> {6-11.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: empty
                    [resilient] : integer {6-11.items.[].system.runes.resilient} (same value: 0)
                    [striking] : integer {6-11.items.[].system.runes.striking} (2 different values)
                        1 (x6)
                        0 (x2)
                [showSlotlessLevels] : object {6-11.items.[].system.showSlotlessLevels}
                    value : boolean {6-11.items.[].system.showSlotlessLevels.value} (same value: False)
                [size] : string {6-11.items.[].system.size} (2 different values)
                    'med' (x16)
                    'lg' (x2)
                [slots] : object {6-11.items.[].system.slots}
                [slug] : string {6-11.items.[].system.slug} (15 different values)
                [speedPenalty] : integer {6-11.items.[].system.speedPenalty} (same value: -5)
                [spelldc] : object {6-11.items.[].system.spelldc}
                    dc : integer {6-11.items.[].system.spelldc.dc} (same value: 28)
                    value : integer {6-11.items.[].system.spelldc.value} (same value: 20)
                [splashDamage] : object {6-11.items.[].system.splashDamage}
                    value : integer {6-11.items.[].system.splashDamage.value} (same value: 0)
                [stackGroup] : string {6-11.items.[].system.stackGroup} (same value: 'bolts')
                [strength] : integer {6-11.items.[].system.strength} (same value: 2)
                [time] : object {6-11.items.[].system.time}
                    value : string {6-11.items.[].system.time.value} (2 different values)
                        '2' (x2)
                        '1 minute' (x1)
                traits : object {6-11.items.[].system.traits}
                    [rarity] : string {6-11.items.[].system.traits.rarity} (same value: 'common')
                    [traditions] : array<string> {6-11.items.[].system.traits.traditions}
                        Length: min=3 max=4
                        Value type: string {6-11.items.[].system.traits.traditions.[]} (4 different values)
                            'arcane' (x3)
                            'divine' (x3)
                            'primal' (x3)
                            'occult' (x2)
                    value : array<string> {6-11.items.[].system.traits.value}
                        Length: min=0 max=4
                        Value type: string {6-11.items.[].system.traits.value.[]} (30 different values)
                [target] : object {6-11.items.[].system.target}
                    value : string {6-11.items.[].system.target.value} (3 different values)
                        '1 creature' (x1)
                        'up to 5 creatures' (x1)
                        '' (x1)
                [tradition] : object {6-11.items.[].system.tradition}
                    value : string {6-11.items.[].system.tradition.value} (same value: 'primal')
                [usage] : object {6-11.items.[].system.usage}
                    value : string {6-11.items.[].system.usage.value} (2 different values)
                        'held-in-one-hand' (x16)
                        'held-in-two-hands' (x1)
                [uses] : object {6-11.items.[].system.uses}
                    autoDestroy : boolean {6-11.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {6-11.items.[].system.uses.max} (same value: 1)
                    value : integer {6-11.items.[].system.uses.value} (same value: 1)
            type : string {6-11.items.[].type} (8 different values)
                'action' (x45)
                'melee' (x19)
                'weapon' (x8)
                'consumable' (x7)
                'spell' (x3)
                'equipment' (x2)
                'spellcastingEntry' (x1)
                'armor' (x1)
            [_stats] : object {6-11.items.[]._stats}
                compendiumSource : string {6-11.items.[]._stats.compendiumSource} (14 different values)
            [flags] : object {6-11.items.[].flags}
                pf2e : object {6-11.items.[].flags.pf2e}
                    linkedWeapon : string {6-11.items.[].flags.pf2e.linkedWeapon} (4 different values)
                        'AbciOBIAQnj7mXpr' (x3)
                        'JhBByX3VVLhmao67' (x3)
                        'UsSLxXRW7qgACHGU' (x1)
                        'heNxIFcC3Ye9NDMA' (x1)
    name : string {6-11.name} (all different values)
    system : object {6-11.system}
        [abilities] : object {6-11.system.abilities}
            cha : object {6-11.system.abilities.cha}
                mod : integer {6-11.system.abilities.cha.mod} (4 different values)
                    2 (x4)
                    4 (x2)
                    -5 (x2)
                    -1 (x1)
            con : object {6-11.system.abilities.con}
                mod : integer {6-11.system.abilities.con.mod} (4 different values)
                    4 (x3)
                    1 (x3)
                    6 (x2)
                    2 (x1)
            dex : object {6-11.system.abilities.dex}
                mod : integer {6-11.system.abilities.dex.mod} (4 different values)
                    4 (x5)
                    -1 (x2)
                    3 (x1)
                    2 (x1)
            int : object {6-11.system.abilities.int}
                mod : integer {6-11.system.abilities.int.mod} (4 different values)
                    2 (x5)
                    -5 (x2)
                    3 (x1)
                    0 (x1)
            str : object {6-11.system.abilities.str}
                mod : integer {6-11.system.abilities.str.mod} (2 different values)
                    6 (x5)
                    2 (x4)
            wis : object {6-11.system.abilities.wis}
                mod : integer {6-11.system.abilities.wis.mod} (4 different values)
                    1 (x4)
                    6 (x2)
                    0 (x2)
                    2 (x1)
        attributes : object {6-11.system.attributes}
            ac : object {6-11.system.attributes.ac}
                [details] : string {6-11.system.attributes.ac.details} (2 different values)
                    '' (x7)
                    '(22 when broken); construct armor' (x2)
                value : integer {6-11.system.attributes.ac.value} (8 different values)
                    10 (x4)
                    27 (x2)
                    29 (x2)
                    28 (x1)
                    23 (x1)
                    26 (x1)
                    24 (x1)
                    25 (x1)
            [adjustment] : string {6-11.system.attributes.adjustment} (2 different values)
                'weak' (x1)
                'elite' (x1)
            [allSaves] : object {6-11.system.attributes.allSaves}
                value : string {6-11.system.attributes.allSaves.value} (same value: '')
            hp : object {6-11.system.attributes.hp}
                details : string {6-11.system.attributes.hp.details} (same value: '')
                max : integer {6-11.system.attributes.hp.max} (8 different values)
                    1 (x4)
                    160 (x2)
                    100 (x2)
                    180 (x1)
                    140 (x1)
                    45 (x1)
                    135 (x1)
                    120 (x1)
                temp : integer {6-11.system.attributes.hp.temp} (same value: 0)
                value : integer {6-11.system.attributes.hp.value} (7 different values)
                    1 (x4)
                    160 (x2)
                    140 (x2)
                    100 (x2)
                    180 (x1)
                    30 (x1)
                    135 (x1)
            [emitsSound] : string {6-11.system.attributes.emitsSound} (same value: 'encounter')
            [hardness] : mixed
                integer {6-11.system.attributes.hardness} (same value: 0)
                object {6-11.system.attributes.hardness}
                    value : integer {6-11.system.attributes.hardness.value} (2 different values)
                        10 (x1)
                        13 (x1)
            [immunities] : array<object> {6-11.system.attributes.immunities}
                Length: min=0 max=2
                Value type: object {6-11.system.attributes.immunities.[]}
                    exceptions : array<> {6-11.system.attributes.immunities.[].exceptions}
                        Length: min=0 max=0
                        Value type: empty
                    type : string {6-11.system.attributes.immunities.[].type} (2 different values)
                        'paralyzed' (x1)
                        'sleep' (x1)
            [speed] : object {6-11.system.attributes.speed}
                otherSpeeds : array<object> {6-11.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {6-11.system.attributes.speed.otherSpeeds.[]}
                        type : string {6-11.system.attributes.speed.otherSpeeds.[].type} (same value: 'swim')
                        value : integer {6-11.system.attributes.speed.otherSpeeds.[].value} (same value: 60)
                value : integer {6-11.system.attributes.speed.value} (3 different values)
                    25 (x6)
                    30 (x2)
                    40 (x1)
            [stealth] : object {6-11.system.attributes.stealth}
                details : string {6-11.system.attributes.stealth.details} (same value: '<p>(expert)</p>')
                value : integer {6-11.system.attributes.stealth.value} (4 different values)
                    23 (x1)
                    24 (x1)
                    22 (x1)
                    25 (x1)
            [weaknesses] : array<object> {6-11.system.attributes.weaknesses}
                Length: min=1 max=1
                Value type: object {6-11.system.attributes.weaknesses.[]}
                    exceptions : array<> {6-11.system.attributes.weaknesses.[].exceptions}
                        Length: min=0 max=0
                        Value type: empty
                    type : string {6-11.system.attributes.weaknesses.[].type} (same value: 'poison')
                    value : integer {6-11.system.attributes.weaknesses.[].value} (same value: 6)
        details : object {6-11.system.details}
            [blurb] : string {6-11.system.details.blurb} (5 different values)
                '' (x4)
                'Variant Giant Animated Statue' (x2)
                'Variant yeongno' (x1)
                'Variant Weak Hobgoblin Archer' (x1)
                'Variant elite yeongno' (x1)
            [languages] : object {6-11.system.details.languages}
                details : string {6-11.system.details.languages.details} (3 different values)
                    '' (x7)
                    'Telepathy 100 feet' (x1)
                    'telepathy 100 feet' (x1)
                value : array<string> {6-11.system.details.languages.value}
                    Length: min=0 max=4
                    Value type: string {6-11.system.details.languages.value.[]} (6 different values)
                        'tien' (x7)
                        'common' (x4)
                        'draconic' (x3)
                        'diabolic' (x2)
                        'empyrean' (x2)
                        'goblin' (x1)
            level : object {6-11.system.details.level}
                value : integer {6-11.system.details.level.value} (6 different values)
                    9 (x5)
                    7 (x3)
                    8 (x2)
                    4 (x1)
                    6 (x1)
                    10 (x1)
            [privateNotes] : string {6-11.system.details.privateNotes} (3 different values)
                '' (x6)
                '<h3>Glutton\'s Redemption</h3>
            <p>Yeongno eat the corrupt and wealthy as a symbolic means of consuming their own greed. While yeongno aspire to ascend from their current existence, they also actively sabotage other creatures hoping to do the same. They feel particularly threatened by imugi, whom the yeongno believe would take their spots in heaven.</p>' (x2)
                '<h3>Imperial Ascension</h3>
            <p>The ritual an imugi undergoes to become a true dragon releases a burst of overwhelming magic. Characters exposed to this burst might find their minds filled with lost techniques or abilities that the imugi has encountered over its long life, allowing them to gain access to uncommon or rare character options, suddenly understand formulas to craft items, or immediately retrain along a new path</p>' (x1)
            [publicNotes] : string {6-11.system.details.publicNotes} (5 different values)
                '' (x3)
                '<p>Neither human nor beast yet resembling both, yeongno (yeong-no) are creatures that once were denizens of heaven but were cast out, down to the mortal Universe, due to their own greed. Yeongno claim to have once been celestial dragons and wear elongated dragon masks with full-body wraps decorated with scale patterns in honor of this claim—though no one has been able to confirm the veracity of this belief. As they wander, they hold a willow pipe in their mouths, producing a distinct "bibi" sound that often heralds their appearance.</p>
            <p>Despite their reputation as monsters who eat people, yeongno are welcomed by the poor and oppressed, who see the creatures as wise and just. Yeongno believe that by eating 100 wealthy individuals who abuse their wealth or who accumulated their wealth by underhanded or exploitative means, they can atone for their own greed, allowing them to ascend back into heaven. A corrupt and greedy individual can escape their fate of being eaten by a yeongno by giving away all of their wealth and agreeing to be transformed into a pig for one year. If the person can endure one year living as a pig in the care of a household they once harmed, the yeongno will spare them.</p>' (x2)
                '<p>Giant animated statues\' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their capabilities typically require a more advanced construct, not an animated object.</p>
            <hr />
            <p>Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.</p>' (x2)
                '<p>Imugi (ee-moo-ghee) are dragon-like serpents with great mystic potential, including that of ascension into another form. While some imperial dragons are born to their birthright, many that currently roam Tian Xia are ascended imugi—though they would strike down anyone who claimed such.</p>
            <p>To become an imperial dragon, imugi must care for a koi egg for a thousand years. The power from the nurtured egg hatching is enough to power a draconic ascension ritual, and whatever power lingers transforms the koi into an imugi to continue the cycle. The kind of imperial dragon that the imugi becomes depends on where it chooses to nurture the koi egg. Imugi strongly prefer long-finned koi, and Tian koi farmers have learned to keep a separate pool of these butterfly koi away from the others they tend, as imugi tend to displace quite a bit of water—and koi—when swooping down to snatch an egg they want.</p>
            <p>Though imugi have some power over rain and storms, most aren\'t powerful enough to exact a true sense of weather control. Many are known for their benevolence, and some villages even rely on imugi\'s forays out of streams or lakes, bringing rains during the growing season. Imugi have as wide a range of temperaments as the dragons they become, and some are notorious for how their impatience twists into a foul temper or an arrogance that flicks people aside as if they were bugs. While some might consider mean-spirited imugi corrupted and claim they can be purified somehow, imugi simply hold themselves higher than the average creature and see no reason to conceal their true nature from someone they see as beneath them.</p>' (x1)
                '<p>Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band\'s captain.</p>
            <hr />
            <p>Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality-instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.</p>
            <p>Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they\'re fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin\'s best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society-blacksmiths, builders, cooks, messengers, quartermasters, and the like-know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don\'t usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.</p>' (x1)
            publication : object {6-11.system.details.publication}
                license : string {6-11.system.details.publication.license} (same value: 'ORC')
                remaster : boolean {6-11.system.details.publication.remaster} (same value: True)
                title : string {6-11.system.details.publication.title} (same value: 'Pathfinder Society Scenario #6-11: The Godsrain and the Dragon')
            [description] : string {6-11.system.details.description} (same value: '<p>A raging storm covers the mountain lake as spring water levitates from the lake to fall back down in a driving spiral of steaming rain. In the depths of the storm, barely visible, is a tiny koi egg surrounded by three bands of water.</p>')
            [disable] : string {6-11.system.details.disable} (4 different values)
                '<p>@Check[arcana|dc:28], @Check[religion|dc:28], @Check[nature|dc:28], or @Check[occultism|dc:28] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:31] or @Check[performance|dc:31] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
                '<p>@Check[arcana|dc:29], @Check[religion|dc:29], @Check[nature|dc:29], or @Check[occultism|dc:29] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:32] or @Check[performance|dc:32] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
                '<p>@Check[arcana|dc:27], @Check[religion|dc:27], @Check[nature|dc:27], or @Check[occultism|dc:27] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:30] or @Check[performance|dc:30] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
                '<p>@Check[arcana|dc:30], @Check[religion|dc:30], @Check[nature|dc:30], or @Check[occultism|dc:30] to purify the magic corrupting the ascension ritual, or @Check[diplomacy|dc:33] or @Check[performance|dc:33] to soothe the spirit within the koi egg and give it the strength to fight off the corruption itself; four total successes are required to purify the ritual, each of the first three successes purifying one ring of water and the final one halting the ritual itself. If the cursed comb has not been removed from the ritual site, then succeeding on this final check merely halts the ritual; if the cursed comb has been removed from the ritual site, then succeeding on this final check completes the ascension ritual.</p>' (x1)
            [isComplex] : boolean {6-11.system.details.isComplex} (same value: True)
            [reset] : string {6-11.system.details.reset} (same value: '<p>The turbulent koi egg can attempt to hatch again, restarting the ascension ritual, after 1000 years of Xalreonshin\'s care.</p>')
            [routine] : string {6-11.system.details.routine} (4 different values)
                '<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[(2d10+2)[bludgeoning],2d10[fire]]{2d10+2 bludgeoning damage and 2d10 fire} damage in a spray of boiling water (@Check[fortitude|dc:28] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
                '<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[2d12[bludgeoning],2d12[fire]]{2d12 bludgeoning damage and 2d12 fire} damage in a spray of boiling water (@Check[fortitude|dc:28] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
                '<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[2d10[bludgeoning],2d10[fire]]{2d10 bludgeoning damage and 2d10 fire} damage in a spray of boiling water (@Check[fortitude|dc:26] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
                '<p>(1 action) Torrential water descends from the sky, taking the shape of a dragon that smashes into one creature within 60 feet of the egg. The dragon always targets the creature that is closest to the egg, dealing @Damage[(2d12+2)[bludgeoning],2d12[fire]]{2d12+2 bludgeoning damage and 2d12 fire} damage in a spray of boiling water (@Check[fortitude|dc:28] save). Creatures that fail the save are pushed 10 feet away. Creatures that have the earth trait, are carrying an item with the earth trait, or are otherwise strongly tied to elemental earth (such as an earth elemental sorcerer or kineticist) get the result one degree of success better than the outcome of their save, as the power of elemental earth overcomes water.</p>' (x1)
        [initiative] : object {6-11.system.initiative}
            statistic : string {6-11.system.initiative.statistic} (same value: 'perception')
        [perception] : object {6-11.system.perception}
            details : string {6-11.system.perception.details} (3 different values)
                '' (x7)
                'goldsense (precise) 120 feet' (x1)
                'goldvision (precise) 120 feet' (x1)
            mod : integer {6-11.system.perception.mod} (7 different values)
                16 (x3)
                20 (x1)
                10 (x1)
                13 (x1)
                14 (x1)
                18 (x1)
                19 (x1)
            senses : array<object> {6-11.system.perception.senses}
                Length: min=0 max=2
                Value type: object {6-11.system.perception.senses.[]}
                    [acuity] : string {6-11.system.perception.senses.[].acuity} (same value: 'imprecise')
                    [range] : integer {6-11.system.perception.senses.[].range} (same value: 60)
                    type : string {6-11.system.perception.senses.[].type} (2 different values)
                        'darkvision' (x4)
                        'scent' (x1)
        [resources] : object {6-11.system.resources}
        saves : object {6-11.system.saves}
            fortitude : object {6-11.system.saves.fortitude}
                saveDetail : string {6-11.system.saves.fortitude.saveDetail} (same value: '')
                value : integer {6-11.system.saves.fortitude.value} (7 different values)
                    10 (x5)
                    15 (x3)
                    18 (x1)
                    13 (x1)
                    17 (x1)
                    11 (x1)
                    20 (x1)
            reflex : object {6-11.system.saves.reflex}
                saveDetail : string {6-11.system.saves.reflex.saveDetail} (same value: '')
                [value] : integer {6-11.system.saves.reflex.value} (7 different values)
                    16 (x2)
                    12 (x2)
                    22 (x1)
                    10 (x1)
                    14 (x1)
                    18 (x1)
                    13 (x1)
            will : object {6-11.system.saves.will}
                saveDetail : string {6-11.system.saves.will.saveDetail} (same value: '')
                value : integer {6-11.system.saves.will.value} (8 different values)
                    10 (x4)
                    17 (x3)
                    20 (x1)
                    19 (x1)
                    8 (x1)
                    9 (x1)
                    21 (x1)
                    11 (x1)
        [skills] : object {6-11.system.skills}
            [acrobatics] : object {6-11.system.skills.acrobatics}
                base : integer {6-11.system.skills.acrobatics.base} (4 different values)
                    18 (x2)
                    16 (x1)
                    8 (x1)
                    13 (x1)
            [athletics] : object {6-11.system.skills.athletics}
                base : integer {6-11.system.skills.athletics.base} (3 different values)
                    20 (x3)
                    17 (x2)
                    8 (x1)
            [deception] : object {6-11.system.skills.deception}
                base : integer {6-11.system.skills.deception.base} (3 different values)
                    18 (x1)
                    15 (x1)
                    20 (x1)
            [diplomacy] : object {6-11.system.skills.diplomacy}
                base : integer {6-11.system.skills.diplomacy.base} (2 different values)
                    18 (x1)
                    15 (x1)
            [intimidation] : object {6-11.system.skills.intimidation}
                base : integer {6-11.system.skills.intimidation.base} (3 different values)
                    18 (x2)
                    16 (x1)
                    13 (x1)
            [occultism] : object {6-11.system.skills.occultism}
                base : integer {6-11.system.skills.occultism.base} (3 different values)
                    18 (x1)
                    15 (x1)
                    20 (x1)
            [religion] : object {6-11.system.skills.religion}
                base : integer {6-11.system.skills.religion.base} (2 different values)
                    18 (x1)
                    15 (x1)
            [society] : object {6-11.system.skills.society}
                base : integer {6-11.system.skills.society.base} (2 different values)
                    18 (x1)
                    15 (x1)
            [stealth] : object {6-11.system.skills.stealth}
                base : integer {6-11.system.skills.stealth.base} (4 different values)
                    18 (x1)
                    16 (x1)
                    10 (x1)
                    13 (x1)
            [thievery] : object {6-11.system.skills.thievery}
                base : integer {6-11.system.skills.thievery.base} (3 different values)
                    18 (x1)
                    15 (x1)
                    20 (x1)
        traits : object {6-11.system.traits}
            rarity : string {6-11.system.traits.rarity} (3 different values)
                'common' (x6)
                'unique' (x4)
                'uncommon' (x3)
            size : object {6-11.system.traits.size}
                value : string {6-11.system.traits.size.value} (3 different values)
                    'med' (x8)
                    'lg' (x3)
                    'huge' (x2)
            value : array<string> {6-11.system.traits.value}
                Length: min=1 max=3
                Value type: string {6-11.system.traits.value.[]} (8 different values)
                    'water' (x5)
                    'humanoid' (x4)
                    'celestial' (x2)
                    'construct' (x2)
                    'mindless' (x2)
                    'amphibious' (x1)
                    'dragon' (x1)
                    'hobgoblin' (x1)
        [statusEffects] : array<> {6-11.system.statusEffects}
            Length: min=0 max=0
            Value type: empty
    type : string {6-11.type} (2 different values)
        'npc' (x9)
        'hazard' (x4)