6-01
Different values: 7
=====================================
object {6-01}
    _id : string {6-01._id} (all different values)
    folder : string {6-01.folder} (same value: oZg7KHxbc9wDmrPO)
    img : string {6-01.img} (2 different values)
        systems/pf2e/icons/default-icons/hazard.svg (x2)
        systems/pf2e/icons/default-icons/npc.svg (x5)
    items : array<object> {6-01.items}
        Length: min=1 max=20
        Value type: object {6-01.items.[]}
            _id : string {6-01.items.[]._id} (40 different values)
            img : string {6-01.items.[].img} (23 different values)
            name : string {6-01.items.[].name} (35 different values)
            sort : integer {6-01.items.[].sort} (21 different values)
            system : object {6-01.items.[].system}
                [actionType] : object {6-01.items.[].system.actionType}
                    value : string {6-01.items.[].system.actionType.value} (3 different values)
                        reaction (x3)
                        passive (x8)
                        action (x1)
                [actions] : object {6-01.items.[].system.actions}
                    [value] : integer {6-01.items.[].system.actions.value} (same value: 2)
                [category] : string {6-01.items.[].system.category} (8 different values)
                    offensive (x9)
                    interaction (x2)
                    martial (x1)
                    simple (x3)
                    light (x1)
                    ammo (x1)
                    defensive (x1)
                    scroll (x2)
                description : object {6-01.items.[].system.description}
                    value : string {6-01.items.[].system.description.value} (30 different values)
                publication : object {6-01.items.[].system.publication}
                    license : string {6-01.items.[].system.publication.license} (2 different values)
                        OGL (x23)
                        ORC (x34)
                    remaster : boolean {6-01.items.[].system.publication.remaster} (2 different values)
                        False (x23)
                        True (x34)
                    title : string {6-01.items.[].system.publication.title} (6 different values)
                         (x24)
                        Pathfinder Player Core (x27)
                        Pathfinder Core Rulebook (x1)
                        Pathfinder Bestiary (x1)
                        Pathfinder Monster Core (x2)
                        Pathfinder GM Core (x2)
                rules : ###FoundryRulesObject###
                [slug] : string {6-01.items.[].system.slug} (22 different values)
                traits : object {6-01.items.[].system.traits}
                    [value] : array<string> {6-01.items.[].system.traits.value}
                        Length: min=0 max=5
                        Value type: string {6-01.items.[].system.traits.value.[]} (34 different values)
                    [rarity] : string {6-01.items.[].system.traits.rarity} (2 different values)
                        common (x28)
                        uncommon (x7)
                    [traditions] : array<string> {6-01.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {6-01.items.[].system.traits.traditions.[]} (4 different values)
                            arcane (x13)
                            divine (x16)
                            occult (x13)
                            primal (x6)
                [attackEffects] : object {6-01.items.[].system.attackEffects}
                    value : array<string> {6-01.items.[].system.attackEffects.value}
                        Length: min=0 max=1
                        Value type: string {6-01.items.[].system.attackEffects.value.[]} (2 different values)
                            homunculus-poison (x1)
                            rasping-cicada-poison (x1)
                [bonus] : object {6-01.items.[].system.bonus}
                    value : integer {6-01.items.[].system.bonus.value} (4 different values)
                        7 (x2)
                        0 (x4)
                        6 (x4)
                        9 (x4)
                [damageRolls] : object {6-01.items.[].system.damageRolls}
                    [49yt97hqjo70bke63nxy] : object {6-01.items.[].system.damageRolls.49yt97hqjo70bke63nxy}
                        damage : string {6-01.items.[].system.damageRolls.49yt97hqjo70bke63nxy.damage} (same value: 1d4)
                        damageType : string {6-01.items.[].system.damageRolls.49yt97hqjo70bke63nxy.damageType} (same value: piercing)
                    [idelfdOFjrIDbiah] : object {6-01.items.[].system.damageRolls.idelfdOFjrIDbiah}
                        damage : string {6-01.items.[].system.damageRolls.idelfdOFjrIDbiah.damage} (same value: 1d4+2)
                        damageType : string {6-01.items.[].system.damageRolls.idelfdOFjrIDbiah.damageType} (same value: piercing)
                    [Zm2LQXzSNJVdhLsZ] : object {6-01.items.[].system.damageRolls.Zm2LQXzSNJVdhLsZ}
                        damage : string {6-01.items.[].system.damageRolls.Zm2LQXzSNJVdhLsZ.damage} (same value: 1d4+2)
                        damageType : string {6-01.items.[].system.damageRolls.Zm2LQXzSNJVdhLsZ.damageType} (same value: piercing)
                    [5Azt6neQDtngtgXr] : object {6-01.items.[].system.damageRolls.5Azt6neQDtngtgXr}
                        damage : string {6-01.items.[].system.damageRolls.5Azt6neQDtngtgXr.damage} (same value: 1d6+1)
                        damageType : string {6-01.items.[].system.damageRolls.5Azt6neQDtngtgXr.damageType} (same value: piercing)
                    [Zb5LtdW0wJOroj8d] : object {6-01.items.[].system.damageRolls.Zb5LtdW0wJOroj8d}
                        damage : string {6-01.items.[].system.damageRolls.Zb5LtdW0wJOroj8d.damage} (2 different values)
                            1d4+2 (x1)
                            2d4+2 (x1)
                        damageType : string {6-01.items.[].system.damageRolls.Zb5LtdW0wJOroj8d.damageType} (same value: piercing)
                    [6P2qyhEdjziqBkmJ] : object {6-01.items.[].system.damageRolls.6P2qyhEdjziqBkmJ}
                        damage : string {6-01.items.[].system.damageRolls.6P2qyhEdjziqBkmJ.damage} (2 different values)
                            1d4+2 (x1)
                            2d4+2 (x1)
                        damageType : string {6-01.items.[].system.damageRolls.6P2qyhEdjziqBkmJ.damageType} (same value: piercing)
                    [0] : object {6-01.items.[].system.damageRolls.0}
                        damage : string {6-01.items.[].system.damageRolls.0.damage} (same value: 1d8+3)
                        damageType : string {6-01.items.[].system.damageRolls.0.damageType} (same value: piercing)
                    0FfSbNeUIaRIuJbc : object {6-01.items.[].system.damageRolls.0FfSbNeUIaRIuJbc}
                        damage : string {6-01.items.[].system.damageRolls.0FfSbNeUIaRIuJbc.damage} (same value: 1d6+1)
                        damageType : string {6-01.items.[].system.damageRolls.0FfSbNeUIaRIuJbc.damageType} (same value: bludgeoning)
                [baseItem] : string {6-01.items.[].system.baseItem} (3 different values)
                    composite-shortbow (x1)
                    dagger (x3)
                    leather-armor (x1)
                [bonusDamage] : object {6-01.items.[].system.bonusDamage}
                    value : integer {6-01.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {6-01.items.[].system.bulk}
                    value : mixed
                        integer {6-01.items.[].system.bulk.value} (same value: 1)
                        float {6-01.items.[].system.bulk.value} (same value: 0,1)
                [containerId] : mixed
                [damage] : object {6-01.items.[].system.damage}
                    [damageType] : string {6-01.items.[].system.damage.damageType} (same value: piercing)
                    [dice] : integer {6-01.items.[].system.damage.dice} (same value: 1)
                    [die] : string {6-01.items.[].system.damage.die} (2 different values)
                        d6 (x1)
                        d4 (x3)
                    [0] : object {6-01.items.[].system.damage.0}
                        applyMod : boolean {6-01.items.[].system.damage.0.applyMod} (same value: False)
                        [category] : string {6-01.items.[].system.damage.0.category} (same value: persistent)
                        formula : string {6-01.items.[].system.damage.0.formula} (3 different values)
                            1d6 (x2)
                            2d4 (x2)
                            2d6 (x1)
                        kinds : array<string> {6-01.items.[].system.damage.0.kinds}
                            Length: min=1 max=1
                            Value type: string {6-01.items.[].system.damage.0.kinds.[]} (same value: damage)
                        materials : array<> {6-01.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {6-01.items.[].system.damage.0.type} (3 different values)
                            mental (x2)
                            void (x2)
                            bleed (x1)
                [equipped] : object {6-01.items.[].system.equipped}
                    carryType : string {6-01.items.[].system.equipped.carryType} (same value: worn)
                    [handsHeld] : integer {6-01.items.[].system.equipped.handsHeld} (same value: 0)
                    [invested] : mixed
                [group] : string {6-01.items.[].system.group} (3 different values)
                    bow (x1)
                    knife (x3)
                    leather (x1)
                [hardness] : integer {6-01.items.[].system.hardness} (same value: 0)
                [hp] : object {6-01.items.[].system.hp}
                    max : integer {6-01.items.[].system.hp.max} (same value: 0)
                    value : integer {6-01.items.[].system.hp.value} (same value: 0)
                [level] : object {6-01.items.[].system.level}
                    value : integer {6-01.items.[].system.level.value} (5 different values)
                        0 (x6)
                        1 (x21)
                        3 (x1)
                        2 (x2)
                        5 (x1)
                [material] : object {6-01.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {6-01.items.[].system.price}
                    value : object {6-01.items.[].system.price.value}
                        [gp] : integer {6-01.items.[].system.price.value.gp} (4 different values)
                            14 (x1)
                            2 (x1)
                            12 (x1)
                            30 (x1)
                        [sp] : integer {6-01.items.[].system.price.value.sp} (2 different values)
                            2 (x3)
                            1 (x1)
                    [per] : integer {6-01.items.[].system.price.per} (same value: 10)
                [quantity] : integer {6-01.items.[].system.quantity} (3 different values)
                    1 (x6)
                    5 (x1)
                    30 (x1)
                [range] : mixed
                    integer {6-01.items.[].system.range} (same value: 60)
                    object {6-01.items.[].system.range}
                        value : string {6-01.items.[].system.range.value} (4 different values)
                            30 feet (x12)
                            60 feet (x4)
                             (x5)
                            10 feet (x2)
                [reload] : object {6-01.items.[].system.reload}
                    value : string {6-01.items.[].system.reload.value} (2 different values)
                        0 (x1)
                        - (x3)
                [runes] : object {6-01.items.[].system.runes}
                    potency : integer {6-01.items.[].system.runes.potency} (same value: 0)
                    property : array<> {6-01.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {6-01.items.[].system.runes.striking} (same value: 0)
                    [resilient] : integer {6-01.items.[].system.runes.resilient} (same value: 0)
                [size] : string {6-01.items.[].system.size} (same value: med)
                [splashDamage] : object {6-01.items.[].system.splashDamage}
                    value : integer {6-01.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {6-01.items.[].system.usage}
                    value : string {6-01.items.[].system.usage.value} (2 different values)
                        held-in-one-plus-hands (x1)
                        held-in-one-hand (x6)
                    [canBeAmmo] : boolean {6-01.items.[].system.usage.canBeAmmo} (same value: False)
                [acBonus] : integer {6-01.items.[].system.acBonus} (same value: 1)
                [checkPenalty] : integer {6-01.items.[].system.checkPenalty} (same value: -1)
                [dexCap] : integer {6-01.items.[].system.dexCap} (same value: 4)
                [speedPenalty] : integer {6-01.items.[].system.speedPenalty} (same value: 0)
                [strength] : integer {6-01.items.[].system.strength} (same value: 0)
                [stackGroup] : string {6-01.items.[].system.stackGroup} (same value: arrows)
                [uses] : object {6-01.items.[].system.uses}
                    autoDestroy : boolean {6-01.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {6-01.items.[].system.uses.max} (same value: 1)
                    value : integer {6-01.items.[].system.uses.value} (same value: 1)
                [autoHeightenLevel] : object {6-01.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {6-01.items.[].system.prepared}
                    [flexible] : boolean {6-01.items.[].system.prepared.flexible} (same value: False)
                    value : string {6-01.items.[].system.prepared.value} (2 different values)
                        prepared (x2)
                        focus (x2)
                [proficiency] : object {6-01.items.[].system.proficiency}
                    value : integer {6-01.items.[].system.proficiency.value} (same value: 1)
                [slots] : object {6-01.items.[].system.slots}
                    [slot0] : object {6-01.items.[].system.slots.slot0}
                        max : integer {6-01.items.[].system.slots.slot0.max} (same value: 5)
                        prepared : array<object> {6-01.items.[].system.slots.slot0.prepared}
                            Length: min=5 max=5
                            Value type: object {6-01.items.[].system.slots.slot0.prepared.[]}
                                id : string {6-01.items.[].system.slots.slot0.prepared.[].id} (5 different values)
                                    T5saQZNGZWEJTldc (x2)
                                    k7Y7yBP4Nu9HWQsI (x2)
                                    bBWzYEobJXRg62l5 (x2)
                                    vjXIaSTLEx9HilP5 (x2)
                                    mct4gkzloEtgoDeY (x2)
                    [slot1] : object {6-01.items.[].system.slots.slot1}
                        max : integer {6-01.items.[].system.slots.slot1.max} (same value: 2)
                        prepared : array<object> {6-01.items.[].system.slots.slot1.prepared}
                            Length: min=2 max=2
                            Value type: object {6-01.items.[].system.slots.slot1.prepared.[]}
                                id : string {6-01.items.[].system.slots.slot1.prepared.[].id} (2 different values)
                                    WCQoaeiLAukOxe1R (x2)
                                    zhbt13ymYgFgFKbd (x2)
                    [slot2] : object {6-01.items.[].system.slots.slot2}
                        max : integer {6-01.items.[].system.slots.slot2.max} (same value: 2)
                        prepared : array<object> {6-01.items.[].system.slots.slot2.prepared}
                            Length: min=2 max=2
                            Value type: object {6-01.items.[].system.slots.slot2.prepared.[]}
                                id : string {6-01.items.[].system.slots.slot2.prepared.[].id} (2 different values)
                                    4BfvQ0cCdPLOKiEj (x1)
                                    RX1wBQsXdZfPkWW0 (x1)
                [spelldc] : object {6-01.items.[].system.spelldc}
                    dc : integer {6-01.items.[].system.spelldc.dc} (2 different values)
                        18 (x2)
                        21 (x2)
                    value : integer {6-01.items.[].system.spelldc.value} (2 different values)
                        10 (x2)
                        13 (x2)
                [tradition] : object {6-01.items.[].system.tradition}
                    value : string {6-01.items.[].system.tradition.value} (same value: divine)
                [area] : mixed
                [cost] : object {6-01.items.[].system.cost}
                    value : string {6-01.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {6-01.items.[].system.counteraction} (same value: False)
                [defense] : object {6-01.items.[].system.defense}
                    save : object {6-01.items.[].system.defense.save}
                        basic : boolean {6-01.items.[].system.defense.save.basic} (2 different values)
                            False (x5)
                            True (x4)
                        statistic : string {6-01.items.[].system.defense.save.statistic} (2 different values)
                            will (x7)
                            fortitude (x2)
                [duration] : object {6-01.items.[].system.duration}
                    sustained : boolean {6-01.items.[].system.duration.sustained} (2 different values)
                        False (x19)
                        True (x4)
                    value : string {6-01.items.[].system.duration.value} (all different values)
                [heightening] : object {6-01.items.[].system.heightening}
                    [levels] : object {6-01.items.[].system.heightening.levels}
                        [5] : object {6-01.items.[].system.heightening.levels.5}
                            target : object {6-01.items.[].system.heightening.levels.5.target}
                                value : string {6-01.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures)
                        [3] : object {6-01.items.[].system.heightening.levels.3}
                            target : object {6-01.items.[].system.heightening.levels.3.target}
                                value : string {6-01.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
                    type : string {6-01.items.[].system.heightening.type} (2 different values)
                        fixed (x4)
                        interval (x5)
                    [damage] : object {6-01.items.[].system.heightening.damage}
                        0 : string {6-01.items.[].system.heightening.damage.0} (3 different values)
                            1d6 (x2)
                            1d4 (x2)
                            2d6 (x1)
                    [interval] : integer {6-01.items.[].system.heightening.interval} (2 different values)
                        2 (x3)
                        1 (x2)
                [location] : object {6-01.items.[].system.location}
                    [value] : string {6-01.items.[].system.location.value} (2 different values)
                        nqa0wqmYHvB4mlV3 (x16)
                        VzMMpcZjYFQLM62w (x5)
                [requirements] : string {6-01.items.[].system.requirements} (2 different values)
                     (x22)
                    You can bleed (x1)
                [target] : object {6-01.items.[].system.target}
                    value : string {6-01.items.[].system.target.value} (all different values)
                [time] : object {6-01.items.[].system.time}
                    value : string {6-01.items.[].system.time.value} (5 different values)
                        2 (x13)
                        1 day (x2)
                        reaction (x3)
                        1 (x4)
                        free (x1)
                [ritual] : object {6-01.items.[].system.ritual}
                    primary : object {6-01.items.[].system.ritual.primary}
                        check : string {6-01.items.[].system.ritual.primary.check} (same value: Religion (expert; you must be a demon))
                    secondary : object {6-01.items.[].system.ritual.secondary}
                        casters : integer {6-01.items.[].system.ritual.secondary.casters} (same value: 0)
                        checks : string {6-01.items.[].system.ritual.secondary.checks} (same value: )
                [spell] : object {6-01.items.[].system.spell}
                    _id : string {6-01.items.[].system.spell._id} (2 different values)
                        e3hmRs3cSNHceJDO (x1)
                        DRWdzCpLgzgglCIF (x1)
                    flags : object {6-01.items.[].system.spell.flags}
                        core : object {6-01.items.[].system.spell.flags.core}
                            sourceId : string {6-01.items.[].system.spell.flags.core.sourceId} (same value: Compendium.pf2e.spells-srd.Item.9HpwDN4MYQJnW0LG)
                    img : string {6-01.items.[].system.spell.img} (same value: systems/pf2e/icons/spells/dispel-magic.webp)
                    name : string {6-01.items.[].system.spell.name} (same value: Dispel Magic)
                    sort : integer {6-01.items.[].system.spell.sort} (same value: 0)
                    system : object {6-01.items.[].system.spell.system}
                        [area] : mixed
                        cost : object {6-01.items.[].system.spell.system.cost}
                            value : string {6-01.items.[].system.spell.system.cost.value} (same value: )
                        counteraction : boolean {6-01.items.[].system.spell.system.counteraction} (same value: True)
                        damage : object {6-01.items.[].system.spell.system.damage}
                        [defense] : mixed
                        description : object {6-01.items.[].system.spell.system.description}
                            value : string {6-01.items.[].system.spell.system.description.value} (same value: <p>You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.</p>)
                        duration : object {6-01.items.[].system.spell.system.duration}
                            sustained : boolean {6-01.items.[].system.spell.system.duration.sustained} (same value: False)
                            value : string {6-01.items.[].system.spell.system.duration.value} (same value: )
                        level : object {6-01.items.[].system.spell.system.level}
                            value : integer {6-01.items.[].system.spell.system.level.value} (same value: 2)
                        location : object {6-01.items.[].system.spell.system.location}
                            heightenedLevel : integer {6-01.items.[].system.spell.system.location.heightenedLevel} (2 different values)
                                2 (x1)
                                3 (x1)
                            [value] : mixed
                        publication : object {6-01.items.[].system.spell.system.publication}
                            license : string {6-01.items.[].system.spell.system.publication.license} (same value: ORC)
                            remaster : boolean {6-01.items.[].system.spell.system.publication.remaster} (same value: True)
                            title : string {6-01.items.[].system.spell.system.publication.title} (same value: Pathfinder Player Core)
                        range : object {6-01.items.[].system.spell.system.range}
                            value : string {6-01.items.[].system.spell.system.range.value} (same value: 120 feet)
                        requirements : string {6-01.items.[].system.spell.system.requirements} (same value: )
                        rules : ###FoundryRulesObject###
                        slug : string {6-01.items.[].system.spell.system.slug} (same value: dispel-magic)
                        target : object {6-01.items.[].system.spell.system.target}
                            value : string {6-01.items.[].system.spell.system.target.value} (same value: 1 spell effect or unattended magic item)
                        time : object {6-01.items.[].system.spell.system.time}
                            value : string {6-01.items.[].system.spell.system.time.value} (same value: 2)
                        traits : object {6-01.items.[].system.spell.system.traits}
                            rarity : string {6-01.items.[].system.spell.system.traits.rarity} (same value: common)
                            traditions : array<string> {6-01.items.[].system.spell.system.traits.traditions}
                                Length: min=4 max=4
                                Value type: string {6-01.items.[].system.spell.system.traits.traditions.[]} (4 different values)
                                    arcane (x2)
                                    divine (x2)
                                    occult (x2)
                                    primal (x2)
                            value : array<string> {6-01.items.[].system.spell.system.traits.value}
                                Length: min=2 max=2
                                Value type: string {6-01.items.[].system.spell.system.traits.value.[]} (2 different values)
                                    concentrate (x2)
                                    manipulate (x2)
                    type : string {6-01.items.[].system.spell.type} (same value: spell)
            type : string {6-01.items.[].type} (all different values)
            [_stats] : object {6-01.items.[]._stats}
                compendiumSource : string {6-01.items.[]._stats.compendiumSource} (21 different values)
            [flags] : object {6-01.items.[].flags}
                pf2e : object {6-01.items.[].flags.pf2e}
                    linkedWeapon : string {6-01.items.[].flags.pf2e.linkedWeapon} (3 different values)
                        FYDoVX41hxwE058t (x2)
                        VGMy5lzeSKLhNlWa (x1)
                        a7fo6Ysl5YQf5z6c (x4)
    name : string {6-01.name} (all different values)
    [prototypeToken] : object {6-01.prototypeToken}
        name : string {6-01.prototypeToken.name} (2 different values)
            Crushing Crowd (x2)
            Norvix (x2)
    system : object {6-01.system}
        attributes : object {6-01.system.attributes}
            ac : object {6-01.system.attributes.ac}
                value : integer {6-01.system.attributes.ac.value} (5 different values)
                    15 (x2)
                    18 (x2)
                    19 (x1)
                    16 (x1)
                    14 (x1)
                details : string {6-01.system.attributes.ac.details} (same value: )
            [emitsSound] : string {6-01.system.attributes.emitsSound} (same value: encounter)
            [hardness] : integer {6-01.system.attributes.hardness} (same value: 0)
            hp : object {6-01.system.attributes.hp}
                details : string {6-01.system.attributes.hp.details} (same value: )
                max : integer {6-01.system.attributes.hp.max} (6 different values)
                    30 (x1)
                    45 (x2)
                    27 (x1)
                    15 (x1)
                    25 (x1)
                    16 (x1)
                temp : integer {6-01.system.attributes.hp.temp} (same value: 0)
                value : integer {6-01.system.attributes.hp.value} (6 different values)
                    30 (x1)
                    45 (x2)
                    27 (x1)
                    15 (x1)
                    25 (x1)
                    16 (x1)
            [stealth] : object {6-01.system.attributes.stealth}
                details : string {6-01.system.attributes.stealth.details} (same value: )
                value : integer {6-01.system.attributes.stealth.value} (2 different values)
                    8 (x1)
                    11 (x1)
            [adjustment] : mixed
            allSaves : object {6-01.system.attributes.allSaves}
                value : string {6-01.system.attributes.allSaves.value} (same value: )
            [immunities] : array<object> {6-01.system.attributes.immunities}
                Length: min=0 max=1
                Value type: object {6-01.system.attributes.immunities.[]}
                    exceptions : array<> {6-01.system.attributes.immunities.[].exceptions}
                        Length: min=0 max=0
                        Value type: mixed
                    type : string {6-01.system.attributes.immunities.[].type} (same value: poison)
            speed : object {6-01.system.attributes.speed}
                otherSpeeds : array<object> {6-01.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=1
                    Value type: object {6-01.system.attributes.speed.otherSpeeds.[]}
                        type : string {6-01.system.attributes.speed.otherSpeeds.[].type} (same value: fly)
                        value : integer {6-01.system.attributes.speed.otherSpeeds.[].value} (2 different values)
                            40 (x1)
                            30 (x1)
                value : integer {6-01.system.attributes.speed.value} (2 different values)
                    15 (x2)
                    25 (x3)
        details : object {6-01.system.details}
            [description] : string {6-01.system.details.description} (same value: <p>The crowd rushes forward, risking a stampede as everyone tries to fnd a safe exit.</p>)
            [disable] : string {6-01.system.details.disable} (2 different values)
                <p>@Check[diplomacy|dc:15] to calm the crowd, or @Check[intimidation|dc:18] or @Check[society|dc:18] to control the crowd's behavior</p> (x1)
                <p>@Check[diplomacy|dc:18] to calm the crowd, or @Check[intimidation|dc:21] or @Check[society|dc:21] to control the crowd's behavior</p> (x1)
            [isComplex] : boolean {6-01.system.details.isComplex} (same value: True)
            level : object {6-01.system.details.level}
                value : integer {6-01.system.details.level.value} (4 different values)
                    2 (x2)
                    4 (x2)
                    1 (x2)
                    0 (x1)
            publication : object {6-01.system.details.publication}
                license : string {6-01.system.details.publication.license} (same value: ORC)
                remaster : boolean {6-01.system.details.publication.remaster} (same value: True)
                title : string {6-01.system.details.publication.title} (same value: Pathfinder Society Scenario #6-01: Intro to the Year of Immortal Influence)
            [reset] : string {6-01.system.details.reset} (same value: )
            [routine] : string {6-01.system.details.routine} (2 different values)
                <p>(1 action) On its initiative, the crowd moves 5 feet toward the exit in area <strong>A1</strong>, then crushes any creature in a @Template[emanation|distance:10], dealing @Damage[(2d6+2)[bludgeoning]] damage. All targets must attempt a @Check[reflex|dc:18|basic] save.</p><p><strong>Failure</strong> The target takes full damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p><p><strong>Critical Failure</strong> The target takes double damage, becomes prone, and is @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} for 1 round.</p> (x1)
                <p>(1 action) On its initiative, the crowd moves 5 feet toward the exit in area <strong>A1</strong>, then crushes any creature in a @Template[emanation|distance:10], dealing @Damage[(4d6)[bludgeoning]] damage. All targets must attempt a @Check[reflex|dc:21|basic] save.</p><p><strong>Failure</strong> The target takes full damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p><p><strong>Critical Failure</strong> The target takes double damage, becomes prone, and is @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} for 1 round.</p> (x1)
            blurb : string {6-01.system.details.blurb} (4 different values)
                Variant homunculus (x1)
                 (x1)
                Male human witch (x2)
                Variant crying cicada (x1)
            languages : object {6-01.system.details.languages}
                details : string {6-01.system.details.languages.details} (2 different values)
                    (Can't Speak Any Language), Master Link (x1)
                     (x4)
                value : array<string> {6-01.system.details.languages.value}
                    Length: min=0 max=4
                    Value type: string {6-01.system.details.languages.value.[]} (4 different values)
                        common (x4)
                        elven (x3)
                        chthonian (x2)
                        hallit (x2)
            privateNotes : string {6-01.system.details.privateNotes} (same value: )
            publicNotes : string {6-01.system.details.publicNotes} (3 different values)
                <p>A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, they often craft a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator's own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator's intellect, as well as the same moral values and some of the creator's basic personality traits. Homunculi left to their own devices never stray far from their masters.</p>
            <p>In most cases, a homunculus doesn't survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly selfdestructive, and some even end up battering themselves to annihilation. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator's child or successor and attempting to further its creator's legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature's death, a portion of the dead master's soul "infects" the surviving homunculus as they pass on to the afterlife.</p>
            <p>This doesn't result in a truly soulbound homunculus, since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these "awakened" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst, they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator's class, becoming a unique creature with the abilities of that class if time and fortune permit.</p>
            <p>Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator's own blood. It is possible for a separate donor to provide the blood, but the process is more difficult.</p> (x1)
                 (x3)
                <p>These small insects are a nuisance and danger to small villages within Brevoy, taking over entire forests and blending in with the foliage. Also known as calling beetles, due to their ability to mimic and repeat the voices of their previous victims, crying cicadas wait for passersby to lure into the trees, fascinating their victims with their cries before fluttering their wings to release toxic dust. Once a target is near death, crying cicadas will take flight from the trees and land on the body to feed.</p>
            <p>The scale dust of crying cicadas can be turned into an effective ingested poison, but obtaining a cicada and harvesting these scales is so dangerous that most would-be poisoners simply die in the process. Even finding the insects is dangerous enough; crying cicadas' natural stealth and dark coloration make them difficult to locate among the trees of a forest, and following their cries often leads one to fall victim to the very creatures they're hunting.</p>
            <p>The longer a colony of crying cicadas stays in a forest, the wider their collection of cries grows. Often, a young colony will be able to replicate only the sounds of small, dying creatures, but larger, more established colonies will have the ability to mimic the sounds of children and dragons.</p> (x1)
        saves : object {6-01.system.saves}
            fortitude : object {6-01.system.saves.fortitude}
                saveDetail : string {6-01.system.saves.fortitude.saveDetail} (same value: )
                value : integer {6-01.system.saves.fortitude.value} (5 different values)
                    5 (x2)
                    8 (x2)
                    4 (x1)
                    3 (x1)
                    6 (x1)
            reflex : object {6-01.system.saves.reflex}
                saveDetail : string {6-01.system.saves.reflex.saveDetail} (same value: )
                value : integer {6-01.system.saves.reflex.value} (4 different values)
                    11 (x2)
                    14 (x1)
                    9 (x3)
                    8 (x1)
            will : object {6-01.system.saves.will}
                saveDetail : string {6-01.system.saves.will.saveDetail} (same value: )
                value : integer {6-01.system.saves.will.value} (6 different values)
                    0 (x2)
                    5 (x1)
                    6 (x1)
                    11 (x1)
                    14 (x1)
                    3 (x1)
        [statusEffects] : array<> {6-01.system.statusEffects}
            Length: min=0 max=0
            Value type: mixed
        traits : object {6-01.system.traits}
            rarity : string {6-01.system.traits.rarity} (3 different values)
                common (x2)
                uncommon (x2)
                unique (x3)
            size : object {6-01.system.traits.size}
                value : string {6-01.system.traits.size.value} (3 different values)
                    med (x5)
                    tiny (x1)
                    sm (x1)
            value : array<string> {6-01.system.traits.value}
                Length: min=1 max=5
                Value type: string {6-01.system.traits.value.[]} (8 different values)
                    environmental (x2)
                    construct (x1)
                    aiuvarin (x1)
                    elf (x1)
                    human (x3)
                    humanoid (x3)
                    unholy (x1)
                    animal (x1)
        abilities : object {6-01.system.abilities}
            cha : object {6-01.system.abilities.cha}
                mod : integer {6-01.system.abilities.cha.mod} (3 different values)
                    -2 (x1)
                    3 (x2)
                    2 (x2)
            con : object {6-01.system.abilities.con}
                mod : integer {6-01.system.abilities.con.mod} (2 different values)
                    0 (x4)
                    5 (x1)
            dex : object {6-01.system.abilities.dex}
                mod : integer {6-01.system.abilities.dex.mod} (4 different values)
                    3 (x1)
                    1 (x1)
                    2 (x2)
                    4 (x1)
            int : object {6-01.system.abilities.int}
                mod : integer {6-01.system.abilities.int.mod} (4 different values)
                    0 (x2)
                    4 (x1)
                    5 (x1)
                    -5 (x1)
            str : object {6-01.system.abilities.str}
                mod : integer {6-01.system.abilities.str.mod} (3 different values)
                    -1 (x1)
                    2 (x2)
                    0 (x2)
            wis : object {6-01.system.abilities.wis}
                mod : integer {6-01.system.abilities.wis.mod} (3 different values)
                    1 (x2)
                    2 (x2)
                    3 (x1)
        initiative : object {6-01.system.initiative}
            statistic : string {6-01.system.initiative.statistic} (same value: perception)
        perception : object {6-01.system.perception}
            details : string {6-01.system.perception.details} (2 different values)
                 (x4)
                darkvision (x1)
            mod : integer {6-01.system.perception.mod} (4 different values)
                5 (x2)
                9 (x1)
                8 (x1)
                7 (x1)
            senses : array<object> {6-01.system.perception.senses}
                Length: min=0 max=1
                Value type: object {6-01.system.perception.senses.[]}
                    type : string {6-01.system.perception.senses.[].type} (same value: darkvision)
        resources : object {6-01.system.resources}
            [focus] : object {6-01.system.resources.focus}
                max : integer {6-01.system.resources.focus.max} (2 different values)
                    1 (x1)
                    2 (x1)
                value : integer {6-01.system.resources.focus.value} (2 different values)
                    1 (x1)
                    2 (x1)
        skills : object {6-01.system.skills}
            [acrobatics] : object {6-01.system.skills.acrobatics}
                base : integer {6-01.system.skills.acrobatics.base} (same value: 7)
                special : array<> {6-01.system.skills.acrobatics.special}
                    Length: min=0 max=0
                    Value type: mixed
            [stealth] : object {6-01.system.skills.stealth}
                base : integer {6-01.system.skills.stealth.base} (3 different values)
                    7 (x1)
                    5 (x1)
                    6 (x1)
                [special] : array<> {6-01.system.skills.stealth.special}
                    Length: min=0 max=0
                    Value type: mixed
            deception : object {6-01.system.skills.deception}
                base : integer {6-01.system.skills.deception.base} (3 different values)
                    6 (x1)
                    7 (x2)
                    10 (x1)
                special : array<> {6-01.system.skills.deception.special}
                    Length: min=0 max=0
                    Value type: mixed
            [diplomacy] : object {6-01.system.skills.diplomacy}
                base : integer {6-01.system.skills.diplomacy.base} (same value: 6)
            [thievery] : object {6-01.system.skills.thievery}
                base : integer {6-01.system.skills.thievery.base} (same value: 5)
            [intimidation] : object {6-01.system.skills.intimidation}
                base : integer {6-01.system.skills.intimidation.base} (2 different values)
                    7 (x1)
                    10 (x1)
            [medicine] : object {6-01.system.skills.medicine}
                base : integer {6-01.system.skills.medicine.base} (2 different values)
                    5 (x1)
                    7 (x1)
            [religion] : object {6-01.system.skills.religion}
                base : integer {6-01.system.skills.religion.base} (2 different values)
                    8 (x1)
                    12 (x1)
            survival : object {6-01.system.skills.survival}
                base : integer {6-01.system.skills.survival.base} (same value: 4)
                special : array<> {6-01.system.skills.survival.special}
                    Length: min=0 max=0
                    Value type: mixed
    type : string {6-01.type} (2 different values)
        hazard (x2)
        npc (x5)