3-12
Different values: 8
=====================================
object {3-12}
    _id : string {3-12._id} (all different values)
    folder : string {3-12.folder} (same value: gr8N9rX6w3CsgYsy)
    img : string {3-12.img} (2 different values)
        systems/pf2e/icons/default-icons/npc.svg (x6)
        systems/pf2e/icons/default-icons/hazard.svg (x2)
    items : array<object> {3-12.items}
        Length: min=2 max=13
        Value type: object {3-12.items.[]}
            _id : string {3-12.items.[]._id} (30 different values)
            img : string {3-12.items.[].img} (9 different values)
                systems/pf2e/icons/default-icons/melee.svg (x13)
                systems/pf2e/icons/actions/Passive.webp (x5)
                icons/weapons/staves/staff-simple.webp (x2)
                systems/pf2e/icons/actions/Reaction.webp (x8)
                systems/pf2e/icons/actions/OneAction.webp (x12)
                systems/pf2e/icons/default-icons/lore.svg (x2)
                systems/pf2e/icons/actions/TwoActions.webp (x4)
                systems/pf2e/icons/default-icons/spellcastingEntry.svg (x1)
                icons/magic/air/fog-gas-smoke-dense-white.webp (x1)
            name : string {3-12.items.[].name} (26 different values)
            sort : integer {3-12.items.[].sort} (14 different values)
                100000 (x6)
                200000 (x6)
                300000 (x6)
                400000 (x5)
                500000 (x3)
                600000 (x3)
                700000 (x3)
                800000 (x2)
                900000 (x2)
                1000000 (x2)
                1100000 (x2)
                1200000 (x2)
                1300000 (x2)
                0 (x4)
            system : object {3-12.items.[].system}
                [attack] : object {3-12.items.[].system.attack}
                    value : string {3-12.items.[].system.attack.value} (same value: )
                [attackEffects] : object {3-12.items.[].system.attackEffects}
                    value : array<string> {3-12.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {3-12.items.[].system.attackEffects.value.[]} (2 different values)
                            grab (x2)
                            knockdown (x4)
                    [custom] : string {3-12.items.[].system.attackEffects.custom} (same value: )
                [bonus] : object {3-12.items.[].system.bonus}
                    value : integer {3-12.items.[].system.bonus.value} (9 different values)
                        11 (x1)
                        9 (x3)
                        0 (x2)
                        12 (x3)
                        13 (x1)
                        15 (x2)
                        16 (x1)
                        10 (x1)
                        7 (x1)
                [damageRolls] : object {3-12.items.[].system.damageRolls}
                    [uq94mk3eubvw5smzifae] : object {3-12.items.[].system.damageRolls.uq94mk3eubvw5smzifae}
                        damage : string {3-12.items.[].system.damageRolls.uq94mk3eubvw5smzifae.damage} (same value: 1d8+4)
                        damageType : string {3-12.items.[].system.damageRolls.uq94mk3eubvw5smzifae.damageType} (same value: bludgeoning)
                    [9ce9ey88rnik56e1sd4g] : object {3-12.items.[].system.damageRolls.9ce9ey88rnik56e1sd4g}
                        damage : string {3-12.items.[].system.damageRolls.9ce9ey88rnik56e1sd4g.damage} (same value: 1d6+4)
                        damageType : string {3-12.items.[].system.damageRolls.9ce9ey88rnik56e1sd4g.damageType} (same value: bludgeoning)
                    [0] : object {3-12.items.[].system.damageRolls.0}
                        damage : string {3-12.items.[].system.damageRolls.0.damage} (6 different values)
                            1d6+6 (x2)
                            1d10+6 (x1)
                            1d4+7 (x1)
                            1d6+9 (x2)
                            1d10+9 (x1)
                            1d4+9 (x1)
                        damageType : string {3-12.items.[].system.damageRolls.0.damageType} (2 different values)
                            bludgeoning (x6)
                            piercing (x2)
                    [qqcg9d6mkapm322p9bvf] : object {3-12.items.[].system.damageRolls.qqcg9d6mkapm322p9bvf}
                        damage : string {3-12.items.[].system.damageRolls.qqcg9d6mkapm322p9bvf.damage} (2 different values)
                            1d10+6 (x1)
                            1d6+3 (x1)
                        damageType : string {3-12.items.[].system.damageRolls.qqcg9d6mkapm322p9bvf.damageType} (same value: bludgeoning)
                    k68gmepg31gi7fgykmn9 : object {3-12.items.[].system.damageRolls.k68gmepg31gi7fgykmn9}
                        damage : string {3-12.items.[].system.damageRolls.k68gmepg31gi7fgykmn9.damage} (same value: 1d6+3)
                        damageType : string {3-12.items.[].system.damageRolls.k68gmepg31gi7fgykmn9.damageType} (same value: slashing)
                description : object {3-12.items.[].system.description}
                    value : string {3-12.items.[].system.description.value} (20 different values)
                         (x18)
                        <p>Like normal objects, an animated cookware has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated cookware is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.</p> (x1)
                        <p>This long piece of wood can aid in walking and deliver a mighty blow.</p> (x2)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p> (x2)
                        <p>Fasiel can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.</p>
                    <hr />
                    <p>@Localize[PF2E.NPC.Abilities.Glossary.ChangeShape]</p> (x2)
                        <p>Fasiel rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a @Check[will|dc:20] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).</p>
                    <p>While frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures.</p> (x1)
                        <p>Fasiel unleashes his constant rage in a reckless attack that makes him @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] until the start of his next turn. He Strikes; if he hits, he increases the number of damage dice by one and adds @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.Push] to the effect. This counts as two attacks for his multiple attack penalty.</p> (x2)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.Grab]</p> (x2)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.Knockdown]</p> (x4)
                        <p>Fasiel rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a @Check[will|dc:22] save or become @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} on a critical failure).</p>
                    <p>While frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures.</p> (x1)
                        <p><strong>Trigger</strong> Safa commands the fountain to start spinning at the beginning of <strong>Event 1: Safa's Arrival</strong></p>
                    <hr />
                    <p><strong>Effect</strong> The fountain sprays juice in all directions, making every square adjacent to it difficult terrain. The trap rolls initiative.</p> (x2)
                        <p><strong>Trigger</strong> A creature attempts to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] one of the fountain's tiers. Each tier of the fountain has one reaction per round</p>
                    <hr />
                    <p><strong>Effect</strong> The heavy, spinning marble has enough sheer force to crush the hands of those trying to stop it. The triggering creature must attempt a @Check[fortitude|dc:18|traits:hazard,complex,magical,trap] save before it rolls its check to Grapple the fountain.</p>
                    <hr />
                    <p><strong>Critical Success</strong> The creature takes no damage and gains a +2 circumstance bonus to its next check to Grapple the fountain.</p>
                    <p><strong>Success</strong> The creature takes no damage.</p>
                    <p><strong>Failure</strong> The creature takes @Damage[(1d10+6)[bludgeoning]] damage and takes a -2 circumstance penalty to its next check to Grapple the fountain.</p>
                    <p><strong>Critical Failure</strong> The creature takes @Damage[(2d10+6)[bludgeoning]] damage and is flung 10 feet away from the fountain in a random direction, preventing its attempt to Grapple the fountain.</p> (x1)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.Ferocity]</p> (x2)
                        <p>The rampaging roast Strides up to double its speed in a straight line and then makes a slam Strike. If it moved at least 10 feet, it gains a +1 circumstance bonus to its attack roll.</p> (x2)
                        <p>You call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.Item.Concealed], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.</p> (x1)
                        <p>The steam mephit ignores the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition from mist and steam.</p> (x1)
                        <p>@Localize[PF2E.NPC.Abilities.Glossary.FastHealing]</p> (x1)
                        <p><strong>Frequency</strong> once per day</p>
                    <hr />
                    <p><strong>Effect</strong> The scalding mephit calls down a rain boiling water that surrounds them in a @Template[emanation|distance:10]. Creatures in the area take @Damage[(2d8+3)[fire]] damage (@Check[reflex|dc:18|basic] save), and small unattended flames (such as torches) are extinguished.</p> (x1)
                        <p>The scalding mephit spits a cloud of steam in a @Template[cone|distance:15] that deals @Damage[3d6[fire]] damage to each creature within the area (@Check[reflex|dc:18|basic] save).</p>
                    <p>The scalding mephit can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.</p> (x1)
                        <p><strong>Trigger</strong> A creature attempts to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] one of the fountain's tiers. Each tier of the fountain has one reaction per round</p>
                    <hr />
                    <p><strong>Effect</strong> The heavy, spinning marble has enough sheer force to crush the hands of those trying to stop it. The triggering creature must attempt a @Check[fortitude|dc:15|traits:hazard,complex,magical,trap] save before it rolls its check to Grapple the fountain.</p>
                    <hr />
                    <p><strong>Critical Success</strong> The creature takes no damage and gains a +2 circumstance bonus to its next check to Grapple the fountain.</p>
                    <p><strong>Success</strong> The creature takes no damage.</p>
                    <p><strong>Failure</strong> The creature takes @Damage[(1d6+3)[bludgeoning]] damage and takes a -2 circumstance penalty to its next check to Grapple the fountain.</p>
                    <p><strong>Critical Failure</strong> The creature takes @Damage[(2d6+3)[bludgeoning]] damage and is flung 10 feet away from the fountain in a random direction, preventing its attempt to Grapple the fountain.</p> (x1)
                publication : object {3-12.items.[].system.publication}
                    license : string {3-12.items.[].system.publication.license} (same value: OGL)
                    remaster : boolean {3-12.items.[].system.publication.remaster} (same value: False)
                    title : string {3-12.items.[].system.publication.title} (2 different values)
                         (x35)
                        Pathfinder Bestiary (x13)
                rules : ###FoundryRulesObject###
                [slug] : string {3-12.items.[].system.slug} (9 different values)
                    staff (x2)
                    1-status-to-all-saves-vs-magic (x2)
                    attack-of-opportunity (x2)
                    change-shape (x2)
                    grab (x2)
                    knockdown (x4)
                    ferocity (x2)
                    obscuring-mist (x1)
                    fast-healing (x1)
                [traits] : object {3-12.items.[].system.traits}
                    rarity : string {3-12.items.[].system.traits.rarity} (same value: common)
                    value : array<string> {3-12.items.[].system.traits.value}
                        Length: min=0 max=7
                        Value type: string {3-12.items.[].system.traits.value.[]} (20 different values)
                            shove (x1)
                            unarmed (x6)
                            agile (x4)
                            free-hand (x1)
                            magical (x5)
                            two-hand-d8 (x4)
                            range-increment-20 (x2)
                            concentrate (x5)
                            occult (x4)
                            polymorph (x2)
                            auditory (x2)
                            emotion (x2)
                            fear (x2)
                            linguistic (x2)
                            mental (x2)
                            manipulate (x1)
                            water (x2)
                            finesse (x1)
                            arcane (x2)
                            fire (x2)
                    [traditions] : array<string> {3-12.items.[].system.traits.traditions}
                        Length: min=2 max=2
                        Value type: string {3-12.items.[].system.traits.traditions.[]} (2 different values)
                            arcane (x1)
                            primal (x1)
                [weaponType] : object {3-12.items.[].system.weaponType}
                    value : string {3-12.items.[].system.weaponType.value} (2 different values)
                        melee (x10)
                        ranged (x3)
                [actionType] : object {3-12.items.[].system.actionType}
                    value : string {3-12.items.[].system.actionType.value} (3 different values)
                        passive (x5)
                        reaction (x8)
                        action (x16)
                [actions] : object {3-12.items.[].system.actions}
                    [value] : integer {3-12.items.[].system.actions.value} (2 different values)
                        1 (x12)
                        2 (x4)
                [category] : string {3-12.items.[].system.category} (4 different values)
                    defensive (x8)
                    simple (x2)
                    offensive (x16)
                    interaction (x1)
                [baseItem] : string {3-12.items.[].system.baseItem} (same value: staff)
                [bonusDamage] : object {3-12.items.[].system.bonusDamage}
                    value : integer {3-12.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {3-12.items.[].system.bulk}
                    value : integer {3-12.items.[].system.bulk.value} (same value: 1)
                [containerId] : mixed
                [damage] : object {3-12.items.[].system.damage}
                    [damageType] : string {3-12.items.[].system.damage.damageType} (same value: bludgeoning)
                    [dice] : integer {3-12.items.[].system.damage.dice} (same value: 1)
                    [die] : string {3-12.items.[].system.damage.die} (same value: d4)
                [equipped] : object {3-12.items.[].system.equipped}
                    carryType : string {3-12.items.[].system.equipped.carryType} (same value: worn)
                    handsHeld : integer {3-12.items.[].system.equipped.handsHeld} (same value: 0)
                    [invested] : mixed
                [group] : string {3-12.items.[].system.group} (same value: club)
                [hardness] : integer {3-12.items.[].system.hardness} (same value: 0)
                [hp] : object {3-12.items.[].system.hp}
                    max : integer {3-12.items.[].system.hp.max} (same value: 0)
                    value : integer {3-12.items.[].system.hp.value} (same value: 0)
                [level] : object {3-12.items.[].system.level}
                    value : integer {3-12.items.[].system.level.value} (2 different values)
                        0 (x2)
                        2 (x1)
                [material] : object {3-12.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {3-12.items.[].system.price}
                    value : object {3-12.items.[].system.price.value}
                [quantity] : integer {3-12.items.[].system.quantity} (same value: 1)
                [range] : object {3-12.items.[].system.range}
                    value : string {3-12.items.[].system.range.value} (same value: 120 feet)
                [reload] : object {3-12.items.[].system.reload}
                    value : string {3-12.items.[].system.reload.value} (same value: )
                [runes] : object {3-12.items.[].system.runes}
                    potency : integer {3-12.items.[].system.runes.potency} (same value: 0)
                    property : array<> {3-12.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    striking : integer {3-12.items.[].system.runes.striking} (same value: 0)
                [size] : string {3-12.items.[].system.size} (same value: med)
                [splashDamage] : object {3-12.items.[].system.splashDamage}
                    value : integer {3-12.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {3-12.items.[].system.usage}
                    value : string {3-12.items.[].system.usage.value} (same value: held-in-one-hand)
                [mod] : object {3-12.items.[].system.mod}
                    value : integer {3-12.items.[].system.mod.value} (2 different values)
                        8 (x1)
                        11 (x1)
                [proficient] : object {3-12.items.[].system.proficient}
                    value : integer {3-12.items.[].system.proficient.value} (same value: 0)
                [deathNote] : boolean {3-12.items.[].system.deathNote} (same value: True)
                [autoHeightenLevel] : object {3-12.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {3-12.items.[].system.prepared}
                    flexible : boolean {3-12.items.[].system.prepared.flexible} (same value: False)
                    value : string {3-12.items.[].system.prepared.value} (same value: innate)
                [proficiency] : object {3-12.items.[].system.proficiency}
                    value : integer {3-12.items.[].system.proficiency.value} (same value: 0)
                [slots] : object {3-12.items.[].system.slots}
                [spelldc] : object {3-12.items.[].system.spelldc}
                    dc : integer {3-12.items.[].system.spelldc.dc} (same value: 18)
                    mod : integer {3-12.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {3-12.items.[].system.spelldc.value} (same value: 10)
                [tradition] : object {3-12.items.[].system.tradition}
                    value : string {3-12.items.[].system.tradition.value} (same value: arcane)
                [area] : object {3-12.items.[].system.area}
                    type : string {3-12.items.[].system.area.type} (same value: burst)
                    value : integer {3-12.items.[].system.area.value} (same value: 20)
                [cost] : object {3-12.items.[].system.cost}
                    value : string {3-12.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {3-12.items.[].system.counteraction} (same value: False)
                [defense] : mixed
                [duration] : object {3-12.items.[].system.duration}
                    sustained : boolean {3-12.items.[].system.duration.sustained} (same value: False)
                    value : string {3-12.items.[].system.duration.value} (same value: 1 minute)
                [location] : object {3-12.items.[].system.location}
                    value : string {3-12.items.[].system.location.value} (same value: Lc0XTAOFODosmzys)
                [requirements] : string {3-12.items.[].system.requirements} (same value: )
                [target] : object {3-12.items.[].system.target}
                    value : string {3-12.items.[].system.target.value} (same value: )
                [time] : object {3-12.items.[].system.time}
                    value : string {3-12.items.[].system.time.value} (same value: 3)
                [frequency] : object {3-12.items.[].system.frequency}
                    max : integer {3-12.items.[].system.frequency.max} (same value: 1)
                    per : string {3-12.items.[].system.frequency.per} (same value: day)
                    value : integer {3-12.items.[].system.frequency.value} (same value: 1)
            type : string {3-12.items.[].type} (6 different values)
                melee (x13)
                action (x29)
                weapon (x2)
                lore (x2)
                spellcastingEntry (x1)
                spell (x1)
            [_stats] : object {3-12.items.[]._stats}
                compendiumSource : string {3-12.items.[]._stats.compendiumSource} (9 different values)
                    Compendium.pf2e.equipment-srd.Item.FVjTuBCIefAgloUU (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.kquBnQ0kObZztnBc (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.eQM5hQ1W3d1uen97 (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr (x2)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu (x4)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.N1kstYbHScxgUQtN (x2)
                    Compendium.pf2e.spells-srd.Item.9XHmC2JgTUIQ1CCm (x1)
                    Compendium.pf2e.bestiary-ability-glossary-srd.Item.fJSNOw4zHGbIm4bZ (x1)
            [flags] : object {3-12.items.[].flags}
                pf2e : object {3-12.items.[].flags.pf2e}
                    linkedWeapon : string {3-12.items.[].flags.pf2e.linkedWeapon} (same value: UwTxvfQ8X6SHX1sR)
    name : string {3-12.name} (all different values)
    system : object {3-12.system}
        [abilities] : object {3-12.system.abilities}
            cha : object {3-12.system.abilities.cha}
                mod : integer {3-12.system.abilities.cha.mod} (4 different values)
                    -5 (x3)
                    4 (x1)
                    5 (x1)
                    0 (x1)
            con : object {3-12.system.abilities.con}
                mod : integer {3-12.system.abilities.con.mod} (2 different values)
                    4 (x5)
                    3 (x1)
            dex : object {3-12.system.abilities.dex}
                mod : integer {3-12.system.abilities.dex.mod} (4 different values)
                    -3 (x1)
                    2 (x2)
                    3 (x1)
                    0 (x2)
            int : object {3-12.system.abilities.int}
                mod : integer {3-12.system.abilities.int.mod} (4 different values)
                    -5 (x3)
                    3 (x1)
                    4 (x1)
                    -2 (x1)
            str : object {3-12.system.abilities.str}
                mod : integer {3-12.system.abilities.str.mod} (4 different values)
                    3 (x2)
                    4 (x2)
                    5 (x1)
                    1 (x1)
            wis : object {3-12.system.abilities.wis}
                mod : integer {3-12.system.abilities.wis.mod} (3 different values)
                    0 (x4)
                    1 (x1)
                    2 (x1)
        attributes : object {3-12.system.attributes}
            ac : object {3-12.system.attributes.ac}
                [details] : string {3-12.system.attributes.ac.details} (2 different values)
                    (13 when broken), construct armor (x1)
                     (x5)
                value : integer {3-12.system.attributes.ac.value} (6 different values)
                    17 (x1)
                    18 (x2)
                    21 (x1)
                    19 (x1)
                    16 (x2)
                    13 (x1)
            [allSaves] : object {3-12.system.attributes.allSaves}
                value : string {3-12.system.attributes.allSaves.value} (2 different values)
                     (x4)
                    -1 to Saves vs. Emotion Effects (x2)
            [hardness] : mixed
                object {3-12.system.attributes.hardness}
                    value : integer {3-12.system.attributes.hardness.value} (same value: 5)
                integer {3-12.system.attributes.hardness} (2 different values)
                    12 (x1)
                    7 (x1)
            hp : object {3-12.system.attributes.hp}
                details : string {3-12.system.attributes.hp.details} (2 different values)
                     (x7)
                    (fast healing 2 (in boiling water or steam)) (x1)
                max : integer {3-12.system.attributes.hp.max} (7 different values)
                    30 (x2)
                    55 (x1)
                    93 (x1)
                    42 (x1)
                    60 (x1)
                    28 (x1)
                    24 (x1)
                temp : integer {3-12.system.attributes.hp.temp} (same value: 0)
                value : integer {3-12.system.attributes.hp.value} (7 different values)
                    30 (x2)
                    55 (x1)
                    93 (x1)
                    42 (x1)
                    60 (x1)
                    28 (x1)
                    24 (x1)
            [immunities] : array<object> {3-12.system.attributes.immunities}
                Length: min=0 max=5
                Value type: object {3-12.system.attributes.immunities.[]}
                    type : string {3-12.system.attributes.immunities.[].type} (6 different values)
                        precision (x2)
                        bleed (x1)
                        fire (x1)
                        paralyzed (x1)
                        poison (x1)
                        sleep (x1)
            [speed] : object {3-12.system.attributes.speed}
                otherSpeeds : array<object> {3-12.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=2
                    Value type: object {3-12.system.attributes.speed.otherSpeeds.[]}
                        type : string {3-12.system.attributes.speed.otherSpeeds.[].type} (2 different values)
                            fly (x1)
                            swim (x1)
                        value : integer {3-12.system.attributes.speed.otherSpeeds.[].value} (same value: 25)
                value : integer {3-12.system.attributes.speed.value} (2 different values)
                    20 (x4)
                    25 (x2)
            [weaknesses] : array<object> {3-12.system.attributes.weaknesses}
                Length: min=1 max=2
                Value type: object {3-12.system.attributes.weaknesses.[]}
                    type : string {3-12.system.attributes.weaknesses.[].type} (4 different values)
                        cold-iron (x2)
                        fire (x2)
                        slashing (x2)
                        cold (x1)
                    value : integer {3-12.system.attributes.weaknesses.[].value} (3 different values)
                        3 (x3)
                        4 (x1)
                        5 (x3)
            [emitsSound] : string {3-12.system.attributes.emitsSound} (same value: encounter)
            [hasHealth] : boolean {3-12.system.attributes.hasHealth} (same value: True)
            [stealth] : object {3-12.system.attributes.stealth}
                details : string {3-12.system.attributes.stealth.details} (same value: <p>(trained)</p>)
                value : integer {3-12.system.attributes.stealth.value} (2 different values)
                    10 (x1)
                    7 (x1)
            [resistances] : array<object> {3-12.system.attributes.resistances}
                Length: min=1 max=1
                Value type: object {3-12.system.attributes.resistances.[]}
                    type : string {3-12.system.attributes.resistances.[].type} (same value: bludgeoning)
                    value : integer {3-12.system.attributes.resistances.[].value} (2 different values)
                        5 (x1)
                        3 (x1)
        details : object {3-12.system.details}
            [blurb] : string {3-12.system.details.blurb} (4 different values)
                Variant animated armor (x1)
                Variant street skelm (x2)
                 (x2)
                Variant steam mephit (x1)
            [languages] : object {3-12.system.details.languages}
                details : string {3-12.system.details.languages.details} (same value: )
                value : array<string> {3-12.system.details.languages.value}
                    Length: min=0 max=4
                    Value type: string {3-12.system.details.languages.value.[]} (6 different values)
                        aklo (x2)
                        common (x2)
                        kelish (x2)
                        taldane (x2)
                        pyric (x1)
                        thalassic (x1)
            level : object {3-12.system.details.level}
                value : integer {3-12.system.details.level.value} (4 different values)
                    2 (x2)
                    3 (x3)
                    5 (x1)
                    1 (x2)
            [privateNotes] : string {3-12.system.details.privateNotes} (same value: )
            [publicNotes] : string {3-12.system.details.publicNotes} (4 different values)
                <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> (x1)
                <p>Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.</p>
            <p>An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.</p>
            <p>Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.</p>
            <h3>Mockeries of Masculinity</h3>
            <p>Skelm women don't appear to exist. The few researchers who have tracked skelm mating behavior have found skelms' offspring are undifferentiated members of the mother's ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.</p>
            <hr />
            <p>Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becoming the skelm's next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.</p>
            <p>Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.</p> (x2)
                 (x2)
                <p>These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren't bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment.</p> (x1)
            publication : object {3-12.system.details.publication}
                license : string {3-12.system.details.publication.license} (same value: OGL)
                remaster : boolean {3-12.system.details.publication.remaster} (same value: False)
                title : string {3-12.system.details.publication.title} (same value: Pathfinder Society Scenario #3-12: Fury's Toll)
            [description] : string {3-12.system.details.description} (same value: <p>The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.</p>)
            [disable] : string {3-12.system.details.disable} (2 different values)
                <p>@Check[athletics|dc:20|name:Grapple a Tier|traits:hazard,complex,magical,trap,action:grapple] to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] a tier and halt its momentum, followed by @Check[crafting|dc:18|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] or @Check[thievery|dc:18|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.</p>
            <p>The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC's to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it's immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.</p> (x1)
                <p>@Check[athletics|dc:16|name:Grapple a Tier|traits:hazard,complex,magical,trap,action:grapple] to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] a tier and halt its momentum, followed by @Check[crafting|dc:14|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] or @Check[thievery|dc:14|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.</p>
            <p>The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC's to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it's immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.</p> (x1)
            [isComplex] : boolean {3-12.system.details.isComplex} (same value: True)
            [reset] : string {3-12.system.details.reset} (same value: )
            [routine] : string {3-12.system.details.routine} (same value: <p>(1 action) The fountain accelerates its spinning, spraying juice 10 feet in all directions on its first turn, 15 feet in all directions on its second turn, and 20 feet in all directions on its third turn. Every square where it sprays juice becomes difficult terrain. At the start of its fourth turn, the fountain breaks, disabling the hazard and flinging juice 25 feet in all directions.</p>)
        [initiative] : object {3-12.system.initiative}
            statistic : string {3-12.system.initiative.statistic} (same value: perception)
        [perception] : object {3-12.system.perception}
            details : string {3-12.system.perception.details} (2 different values)
                 (x5)
                steam vision (x1)
            mod : integer {3-12.system.perception.mod} (6 different values)
                6 (x1)
                8 (x1)
                11 (x1)
                7 (x1)
                5 (x1)
                4 (x1)
            senses : array<object> {3-12.system.perception.senses}
                Length: min=1 max=1
                Value type: object {3-12.system.perception.senses.[]}
                    type : string {3-12.system.perception.senses.[].type} (2 different values)
                        darkvision (x4)
                        scent (x2)
                    [acuity] : string {3-12.system.perception.senses.[].acuity} (same value: imprecise)
                    [range] : integer {3-12.system.perception.senses.[].range} (same value: 30)
        [resources] : object {3-12.system.resources}
            focus : object {3-12.system.resources.focus}
                max : integer {3-12.system.resources.focus.max} (same value: 1)
                value : integer {3-12.system.resources.focus.value} (same value: 1)
        saves : object {3-12.system.saves}
            fortitude : object {3-12.system.saves.fortitude}
                saveDetail : string {3-12.system.saves.fortitude.saveDetail} (same value: )
                value : integer {3-12.system.saves.fortitude.value} (4 different values)
                    10 (x5)
                    13 (x1)
                    12 (x1)
                    7 (x1)
            reflex : object {3-12.system.saves.reflex}
                saveDetail : string {3-12.system.saves.reflex.saveDetail} (same value: )
                value : integer {3-12.system.saves.reflex.value} (7 different values)
                    3 (x1)
                    9 (x1)
                    12 (x1)
                    6 (x1)
                    7 (x1)
                    5 (x2)
                    8 (x1)
            will : object {3-12.system.saves.will}
                saveDetail : string {3-12.system.saves.will.saveDetail} (same value: )
                value : integer {3-12.system.saves.will.value} (7 different values)
                    4 (x1)
                    8 (x1)
                    11 (x1)
                    0 (x2)
                    7 (x1)
                    5 (x1)
                    6 (x1)
        [skills] : object {3-12.system.skills}
            [athletics] : object {3-12.system.skills.athletics}
                base : integer {3-12.system.skills.athletics.base} (4 different values)
                    9 (x2)
                    12 (x1)
                    10 (x1)
                    7 (x1)
            [deception] : object {3-12.system.skills.deception}
                base : integer {3-12.system.skills.deception.base} (2 different values)
                    11 (x1)
                    14 (x1)
            [intimidation] : object {3-12.system.skills.intimidation}
                base : integer {3-12.system.skills.intimidation.base} (3 different values)
                    9 (x1)
                    12 (x1)
                    7 (x1)
            [society] : object {3-12.system.skills.society}
                base : integer {3-12.system.skills.society.base} (2 different values)
                    8 (x1)
                    11 (x1)
            [stealth] : object {3-12.system.skills.stealth}
                base : integer {3-12.system.skills.stealth.base} (2 different values)
                    9 (x1)
                    12 (x1)
            acrobatics : object {3-12.system.skills.acrobatics}
                base : integer {3-12.system.skills.acrobatics.base} (same value: 8)
        traits : object {3-12.system.traits}
            rarity : string {3-12.system.traits.rarity} (3 different values)
                uncommon (x1)
                unique (x4)
                rare (x3)
            size : object {3-12.system.traits.size}
                value : string {3-12.system.traits.size.value} (2 different values)
                    med (x7)
                    sm (x1)
            value : array<string> {3-12.system.traits.value}
                Length: min=2 max=4
                Value type: string {3-12.system.traits.value.[]} (11 different values)
                    construct (x3)
                    mindless (x3)
                    evil (x2)
                    humanoid (x2)
                    lawful (x2)
                    skelm (x2)
                    magical (x2)
                    trap (x2)
                    elemental (x1)
                    fire (x1)
                    water (x1)
        [creatureType] : string {3-12.system.creatureType} (same value: )
        [statusEffects] : array<> {3-12.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
    type : string {3-12.type} (2 different values)
        npc (x6)
        hazard (x2)
    [prototypeToken] : object {3-12.prototypeToken}
        name : string {3-12.prototypeToken.name} (same value: Fasiel Ibn Sazadin)