Bestiary 3
Different values: 347
=====================================
object {Bestiary 3}
    _id : string {Bestiary 3._id} (all different values)
    img : string {Bestiary 3.img} (same value: systems/pf2e/icons/default-icons/npc.svg)
    items : array<object> {Bestiary 3.items}
        Length: min=2 max=67
        Value type: object {Bestiary 3.items.[]}
            _id : string {Bestiary 3.items.[]._id} (4205 different values)
            img : string {Bestiary 3.items.[].img} (409 different values)
            name : string {Bestiary 3.items.[].name} (1689 different values)
            sort : integer {Bestiary 3.items.[].sort} (67 different values)
            system : object {Bestiary 3.items.[].system}
                [autoHeightenLevel] : object {Bestiary 3.items.[].system.autoHeightenLevel}
                    [value] : integer {Bestiary 3.items.[].system.autoHeightenLevel.value} (9 different values)
                        6 (x5)
                        4 (x10)
                        9 (x3)
                        2 (x4)
                        10 (x1)
                        5 (x3)
                        7 (x2)
                        8 (x3)
                        3 (x2)
                description : object {Bestiary 3.items.[].system.description}
                    value : string {Bestiary 3.items.[].system.description.value} (1589 different values)
                [prepared] : object {Bestiary 3.items.[].system.prepared}
                    [flexible] : boolean {Bestiary 3.items.[].system.prepared.flexible} (same value: False)
                    value : string {Bestiary 3.items.[].system.prepared.value} (4 different values)
                        innate (x175)
                        prepared (x21)
                        focus (x13)
                        spontaneous (x9)
                [proficiency] : object {Bestiary 3.items.[].system.proficiency}
                    value : integer {Bestiary 3.items.[].system.proficiency.value} (same value: 1)
                publication : object {Bestiary 3.items.[].system.publication}
                    license : string {Bestiary 3.items.[].system.publication.license} (2 different values)
                        OGL (x4625)
                        ORC (x52)
                    remaster : boolean {Bestiary 3.items.[].system.publication.remaster} (2 different values)
                        False (x4625)
                        True (x52)
                    title : string {Bestiary 3.items.[].system.publication.title} (7 different values)
                         (x2184)
                        Pathfinder Core Rulebook (x1772)
                        Pathfinder Bestiary (x584)
                        Pathfinder Bestiary 2 (x39)
                        Pathfinder Bestiary 3 (x35)
                        Pathfinder Player Core (x52)
                        Pathfinder Advanced Player's Guide (x11)
                rules : ###FoundryRulesObject###
                [showSlotlessLevels] : object {Bestiary 3.items.[].system.showSlotlessLevels}
                    value : boolean {Bestiary 3.items.[].system.showSlotlessLevels.value} (same value: False)
                [slots] : object {Bestiary 3.items.[].system.slots}
                    [slot0] : object {Bestiary 3.items.[].system.slots.slot0}
                        max : integer {Bestiary 3.items.[].system.slots.slot0.max} (2 different values)
                            5 (x20)
                            2 (x1)
                        prepared : array<object> {Bestiary 3.items.[].system.slots.slot0.prepared}
                            Length: min=2 max=5
                            Value type: object {Bestiary 3.items.[].system.slots.slot0.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot0.prepared.[].id} (102 different values)
                    [slot1] : object {Bestiary 3.items.[].system.slots.slot1}
                        max : integer {Bestiary 3.items.[].system.slots.slot1.max} (3 different values)
                            3 (x21)
                            4 (x6)
                            2 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot1.prepared}
                            Length: min=3 max=4
                            Value type: object {Bestiary 3.items.[].system.slots.slot1.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot1.prepared.[].id} (67 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot1.value} (3 different values)
                            4 (x2)
                            3 (x4)
                            2 (x1)
                    [slot2] : object {Bestiary 3.items.[].system.slots.slot2}
                        max : integer {Bestiary 3.items.[].system.slots.slot2.max} (3 different values)
                            3 (x21)
                            4 (x2)
                            2 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot2.prepared}
                            Length: min=3 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot2.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot2.prepared.[].id} (60 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot2.value} (3 different values)
                            4 (x2)
                            2 (x1)
                            3 (x1)
                    [slot3] : object {Bestiary 3.items.[].system.slots.slot3}
                        max : integer {Bestiary 3.items.[].system.slots.slot3.max} (4 different values)
                            3 (x19)
                            4 (x2)
                            1 (x1)
                            2 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot3.prepared}
                            Length: min=2 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot3.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot3.prepared.[].id} (54 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot3.value} (3 different values)
                            4 (x2)
                            3 (x1)
                            1 (x1)
                    [slot4] : object {Bestiary 3.items.[].system.slots.slot4}
                        max : integer {Bestiary 3.items.[].system.slots.slot4.max} (2 different values)
                            3 (x18)
                            4 (x2)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot4.prepared}
                            Length: min=3 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot4.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot4.prepared.[].id} (50 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot4.value} (2 different values)
                            4 (x2)
                            3 (x1)
                    [slot5] : object {Bestiary 3.items.[].system.slots.slot5}
                        max : integer {Bestiary 3.items.[].system.slots.slot5.max} (4 different values)
                            6 (x1)
                            4 (x2)
                            3 (x13)
                            2 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot5.prepared}
                            Length: min=2 max=6
                            Value type: object {Bestiary 3.items.[].system.slots.slot5.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot5.prepared.[].id} (41 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot5.value} (2 different values)
                            4 (x2)
                            3 (x1)
                    [slot6] : object {Bestiary 3.items.[].system.slots.slot6}
                        max : integer {Bestiary 3.items.[].system.slots.slot6.max} (2 different values)
                            3 (x11)
                            4 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot6.prepared}
                            Length: min=3 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot6.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot6.prepared.[].id} (30 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot6.value} (2 different values)
                            3 (x1)
                            4 (x1)
                    [slot7] : object {Bestiary 3.items.[].system.slots.slot7}
                        max : integer {Bestiary 3.items.[].system.slots.slot7.max} (2 different values)
                            3 (x7)
                            4 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot7.prepared}
                            Length: min=3 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot7.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot7.prepared.[].id} (21 different values)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot7.value} (same value: 4)
                    [slot8] : object {Bestiary 3.items.[].system.slots.slot8}
                        max : integer {Bestiary 3.items.[].system.slots.slot8.max} (3 different values)
                            3 (x6)
                            2 (x1)
                            4 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot8.prepared}
                            Length: min=2 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot8.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot8.prepared.[].id} (17 different values)
                                    ZoknE9hJe02tcMKF (x1)
                                    xKqc3S95eJth1KAq (x1)
                                    OMWclIRQHLCifhv7 (x1)
                                    Og7Hq4bUcxw0ChSw (x1)
                                    DS1ys9rs5WSbKR6S (x1)
                                    EqiK48t4hKNruZNF (x1)
                                    akUZpLAUVthBldoi (x1)
                                    Kuk31ZqZGqfe3MIi (x1)
                                    1RS9woF7jucE4I8c (x1)
                                    l2l5L4VIGuY5vrPU (x1)
                                    M3w6dzqWLccB39lQ (x1)
                                    J0djlDE6ka2gGiQ6 (x1)
                                    JhP62XjcL18vm7kL (x1)
                                    RJFOrMQ0KhBeqHf6 (x1)
                                    U9k3PdyMOFzBiSjK (x1)
                                    ASI8dfbGuZ9jSzAm (x1)
                                    9DIGlTIngg6g97Zd (x1)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot8.value} (2 different values)
                            4 (x1)
                            3 (x1)
                    [slot9] : object {Bestiary 3.items.[].system.slots.slot9}
                        max : integer {Bestiary 3.items.[].system.slots.slot9.max} (3 different values)
                            2 (x1)
                            3 (x2)
                            4 (x1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot9.prepared}
                            Length: min=2 max=3
                            Value type: object {Bestiary 3.items.[].system.slots.slot9.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot9.prepared.[].id} (8 different values)
                                    PEtqZIf2GYnfrltF (x1)
                                    eDws4Q1tUhQZ1xay (x1)
                                    1P63iPzWwcxYClYs (x1)
                                    Oz4zbBJI5oJA6Jst (x1)
                                    TbXJBNLguseNryF4 (x1)
                                    av8SyC3RLIhelmOB (x1)
                                    11OeTrzqp45yJw9O (x1)
                                    GW4UUkGSjkjeXpcd (x1)
                        [value] : integer {Bestiary 3.items.[].system.slots.slot9.value} (same value: 4)
                    [slot10] : object {Bestiary 3.items.[].system.slots.slot10}
                        max : integer {Bestiary 3.items.[].system.slots.slot10.max} (same value: 1)
                        [prepared] : array<object> {Bestiary 3.items.[].system.slots.slot10.prepared}
                            Length: min=1 max=1
                            Value type: object {Bestiary 3.items.[].system.slots.slot10.prepared.[]}
                                id : string {Bestiary 3.items.[].system.slots.slot10.prepared.[].id} (same value: OsnlbHdo6NGlxgPU)
                        value : integer {Bestiary 3.items.[].system.slots.slot10.value} (same value: 1)
                [slug] : string {Bestiary 3.items.[].system.slug} (548 different values)
                [spelldc] : object {Bestiary 3.items.[].system.spelldc}
                    dc : integer {Bestiary 3.items.[].system.spelldc.dc} (35 different values)
                    [mod] : integer {Bestiary 3.items.[].system.spelldc.mod} (same value: 0)
                    value : integer {Bestiary 3.items.[].system.spelldc.value} (35 different values)
                [tradition] : object {Bestiary 3.items.[].system.tradition}
                    value : string {Bestiary 3.items.[].system.tradition.value} (4 different values)
                        divine (x80)
                        occult (x63)
                        primal (x45)
                        arcane (x30)
                [area] : object {Bestiary 3.items.[].system.area}
                    type : string {Bestiary 3.items.[].system.area.type} (5 different values)
                        burst (x180)
                        emanation (x98)
                        line (x24)
                        cone (x25)
                        cylinder (x4)
                    value : integer {Bestiary 3.items.[].system.area.value} (12 different values)
                        30 (x109)
                        50 (x9)
                        20 (x81)
                        40 (x24)
                        5 (x11)
                        10 (x38)
                        60 (x38)
                        15 (x8)
                        360 (x6)
                        120 (x2)
                        500 (x1)
                        100 (x4)
                    [details] : string {Bestiary 3.items.[].system.area.details} (5 different values)
                        all squares in a 20-foot-radius burst that contain plants (x10)
                        20-foot burst adjacent to a flat surface (x3)
                        10-foot emanation centered on the touched creature (x5)
                        30-foot burst centered on you (x2)
                        10-foot radius, 40-foot-tall cylinder (x1)
                [cost] : object {Bestiary 3.items.[].system.cost}
                    value : string {Bestiary 3.items.[].system.cost.value} (18 different values)
                         (x1640)
                        warding diagram ingredients worth a total value of 2 gp × the spell rank × the target's level (x1)
                        diamonds worth a total value of 75 gp × the target's level (x2)
                        rare incense worth a total value of 300 gp (x2)
                        rare incense worth a total value of 150 gp (x1)
                        black onyx, see Table 7-1 (x6)
                        reagents to construct the magical prison worth a total value of 800 gp × the target's level (x2)
                        valuable oils and objects associated with the target worth a total value of 100 gp × the spell rank × the target's level (x1)
                        rare incense worth a total value of 60 gp (x5)
                        1 vial of holy water (x2)
                        herbs, 1/5 the value on Table 7-1 (x1)
                        faerie circle ingredients worth a total value of 1 gp × the spell rank × the target's level (x1)
                        black sapphire with a gp value of at least the target's level × 100 (x1)
                        rare oils worth a total value of 10 gp × the target's level (x1)
                        rare incense and offerings worth a total value of 20 gp × the target's level (x3)
                        rare incense and offerings worth a total value of 20 gp × the spell rank (x3)
                        rare incense and offerings worth a total value of 2 gp × the spell rank × the target's level (x1)
                        6 gp of ruby dust (x6)
                [counteraction] : boolean {Bestiary 3.items.[].system.counteraction} (2 different values)
                    False (x1571)
                    True (x108)
                [damage] : object {Bestiary 3.items.[].system.damage}
                    [0] : object {Bestiary 3.items.[].system.damage.0}
                        [category] : mixed
                        formula : string {Bestiary 3.items.[].system.damage.0.formula} (41 different values)
                        kinds : array<string> {Bestiary 3.items.[].system.damage.0.kinds}
                            Length: min=1 max=2
                            Value type: string {Bestiary 3.items.[].system.damage.0.kinds.[]} (2 different values)
                                damage (x274)
                                healing (x46)
                        materials : array<> {Bestiary 3.items.[].system.damage.0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Bestiary 3.items.[].system.damage.0.type} (14 different values)
                            mental (x40)
                            void (x36)
                            fire (x36)
                            cold (x19)
                            electricity (x8)
                            spirit (x25)
                            vitality (x26)
                            bludgeoning (x25)
                            untyped (x37)
                            sonic (x5)
                            poison (x8)
                            piercing (x8)
                            acid (x8)
                            force (x8)
                        [applyMod] : mixed
                            boolean {Bestiary 3.items.[].system.damage.0.applyMod} (2 different values)
                                True (x46)
                                False (x169)
                            string {Bestiary 3.items.[].system.damage.0.applyMod} (same value: 0)
                    [damageType] : string {Bestiary 3.items.[].system.damage.damageType} (3 different values)
                        slashing (x27)
                        piercing (x54)
                        bludgeoning (x16)
                    [dice] : integer {Bestiary 3.items.[].system.damage.dice} (same value: 1)
                    [die] : string {Bestiary 3.items.[].system.damage.die} (6 different values)
                        d6 (x42)
                        d8 (x22)
                        d4 (x16)
                        d10 (x11)
                        d12 (x5)
                         (x1)
                    [v1pnjhfu6e9akqe0] : object {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0}
                        applyMod : boolean {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0.formula} (same value: 8d4)
                        kinds : array<string> {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0.kinds}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0.kinds.[]} (same value: damage)
                        materials : array<> {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Bestiary 3.items.[].system.damage.v1pnjhfu6e9akqe0.type} (same value: void)
                    [6BEyrCCNpDfJh5P8] : object {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8}
                        applyMod : boolean {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8.formula} (same value: 14d6)
                        kinds : array<string> {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8.kinds}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8.kinds.[]} (same value: damage)
                        materials : array<> {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Bestiary 3.items.[].system.damage.6BEyrCCNpDfJh5P8.type} (same value: fire)
                    [gcovwqxwitqchoin] : object {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin}
                        applyMod : boolean {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                        category : string {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash)
                        formula : string {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1)
                        kinds : array<string> {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.kinds}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage)
                        materials : array<> {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Bestiary 3.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid)
                    [wnlxzlrxtrkk2bh3] : object {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3}
                        applyMod : boolean {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3.applyMod} (same value: False)
                        [category] : mixed
                        formula : string {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3.formula} (same value: 2d8)
                        kinds : array<string> {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3.kinds}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3.kinds.[]} (same value: damage)
                        materials : array<> {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3.materials}
                            Length: min=0 max=0
                            Value type: mixed
                        type : string {Bestiary 3.items.[].system.damage.wnlxzlrxtrkk2bh3.type} (same value: cold)
                [defense] : object {Bestiary 3.items.[].system.defense}
                    [save] : object {Bestiary 3.items.[].system.defense.save}
                        basic : boolean {Bestiary 3.items.[].system.defense.save.basic} (2 different values)
                            False (x365)
                            True (x133)
                        statistic : string {Bestiary 3.items.[].system.defense.save.statistic} (3 different values)
                            will (x246)
                            fortitude (x164)
                            reflex (x88)
                    [passive] : object {Bestiary 3.items.[].system.defense.passive}
                        statistic : string {Bestiary 3.items.[].system.defense.passive.statistic} (same value: fortitude-dc)
                [duration] : object {Bestiary 3.items.[].system.duration}
                    [sustained] : boolean {Bestiary 3.items.[].system.duration.sustained} (2 different values)
                        False (x1513)
                        True (x167)
                    value : mixed
                        string {Bestiary 3.items.[].system.duration.value} (26 different values)
                        integer {Bestiary 3.items.[].system.duration.value} (2 different values)
                            0 (x5)
                            1 (x1)
                    [expiry] : string {Bestiary 3.items.[].system.duration.expiry} (same value: turn-start)
                    [unit] : string {Bestiary 3.items.[].system.duration.unit} (same value: days)
                [level] : object {Bestiary 3.items.[].system.level}
                    value : integer {Bestiary 3.items.[].system.level.value} (11 different values)
                        6 (x108)
                        3 (x175)
                        1 (x599)
                        7 (x78)
                        5 (x135)
                        4 (x215)
                        0 (x167)
                        2 (x288)
                        8 (x48)
                        9 (x32)
                        10 (x12)
                [location] : object {Bestiary 3.items.[].system.location}
                    [heightenedLevel] : integer {Bestiary 3.items.[].system.location.heightenedLevel} (10 different values)
                        6 (x101)
                        4 (x139)
                        2 (x122)
                        7 (x107)
                        5 (x133)
                        1 (x88)
                        3 (x93)
                        8 (x64)
                        10 (x33)
                        9 (x86)
                    [value] : string {Bestiary 3.items.[].system.location.value} (194 different values)
                    [uses] : object {Bestiary 3.items.[].system.location.uses}
                        [max] : integer {Bestiary 3.items.[].system.location.uses.max} (2 different values)
                            2 (x29)
                            3 (x65)
                        value : integer {Bestiary 3.items.[].system.location.uses.value} (3 different values)
                            2 (x29)
                            3 (x65)
                            1 (x1)
                [range] : mixed
                    object {Bestiary 3.items.[].system.range}
                        value : string {Bestiary 3.items.[].system.range.value} (18 different values)
                            30 feet (x398)
                             (x390)
                            120 feet (x268)
                            500 feet (x90)
                            60 feet (x50)
                            touch (x337)
                            see text (x9)
                            planetary (x25)
                            varies (x34)
                            10 feet (x34)
                            interplanar (x1)
                            40 feet (x12)
                            800 feet (x6)
                            0 feet (x13)
                            100 feet (x3)
                            100 miles (x3)
                            emanation up to 40-feet (x3)
                            unlimited (x3)
                    integer {Bestiary 3.items.[].system.range} (6 different values)
                        60 (x9)
                        120 (x1)
                        100 (x8)
                        30 (x2)
                        20 (x4)
                        50 (x2)
                [requirements] : string {Bestiary 3.items.[].system.requirements} (3 different values)
                     (x1673)
                    3 gp silver bell focus (x4)
                    You have a deity (x2)
                [target] : object {Bestiary 3.items.[].system.target}
                    value : string {Bestiary 3.items.[].system.target.value} (85 different values)
                [time] : object {Bestiary 3.items.[].system.time}
                    value : string {Bestiary 3.items.[].system.time.value} (11 different values)
                        2 (x1142)
                        1 day (x51)
                        3 (x124)
                        10 minutes (x120)
                        1 (x69)
                        1 minute (x111)
                        1 to 3 (x35)
                        reaction (x19)
                        1 hour (x4)
                        free (x1)
                        3 days (x3)
                [traits] : object {Bestiary 3.items.[].system.traits}
                    [rarity] : string {Bestiary 3.items.[].system.traits.rarity} (2 different values)
                        common (x4109)
                        uncommon (x275)
                    [traditions] : array<string> {Bestiary 3.items.[].system.traits.traditions}
                        Length: min=0 max=4
                        Value type: string {Bestiary 3.items.[].system.traits.traditions.[]} (4 different values)
                            divine (x803)
                            occult (x1094)
                            arcane (x1179)
                            primal (x869)
                    [value] : array<string> {Bestiary 3.items.[].system.traits.value}
                        Length: min=0 max=8
                        Value type: string {Bestiary 3.items.[].system.traits.value.[]} (149 different values)
                    [integrated] : mixed
                [heightening] : object {Bestiary 3.items.[].system.heightening}
                    [damage] : object {Bestiary 3.items.[].system.heightening.damage}
                        [0] : string {Bestiary 3.items.[].system.heightening.damage.0} (12 different values)
                            2d6 (x42)
                            1d6 (x49)
                            1d4 (x31)
                            2d4 (x16)
                            1d12 (x5)
                            1d8 (x50)
                            10 (x11)
                            1d10 (x34)
                            1d10+4 (x6)
                            2d8 (x2)
                            2d10 (x2)
                            8 (x1)
                        [v1pnjhfu6e9akqe0] : string {Bestiary 3.items.[].system.heightening.damage.v1pnjhfu6e9akqe0} (same value: 1d4)
                        [6BEyrCCNpDfJh5P8] : string {Bestiary 3.items.[].system.heightening.damage.6BEyrCCNpDfJh5P8} (same value: 2d6)
                        [wnlxzlrxtrkk2bh3] : string {Bestiary 3.items.[].system.heightening.damage.wnlxzlrxtrkk2bh3} (same value: 1d8)
                    [interval] : integer {Bestiary 3.items.[].system.heightening.interval} (3 different values)
                        1 (x222)
                        2 (x26)
                        4 (x1)
                    [type] : string {Bestiary 3.items.[].system.heightening.type} (2 different values)
                        interval (x249)
                        fixed (x313)
                    [levels] : object {Bestiary 3.items.[].system.heightening.levels}
                        [3] : object {Bestiary 3.items.[].system.heightening.levels.3}
                            [target] : object {Bestiary 3.items.[].system.heightening.levels.3.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.3.target.value} (6 different values)
                                    5 creatures (x17)
                                    10 objects (x30)
                                    1 unattended object with a Bulk of 1 or less (x18)
                                    non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less (x3)
                                    1 creature (x1)
                                    1 object of 3 bulk or less, or 1 creature (x4)
                            [range] : object {Bestiary 3.items.[].system.heightening.levels.3.range}
                                value : string {Bestiary 3.items.[].system.heightening.levels.3.range.value} (3 different values)
                                    60 feet (x14)
                                    500 feet (x9)
                                    touch (x1)
                            [area] : object {Bestiary 3.items.[].system.heightening.levels.3.area}
                                areaType : string {Bestiary 3.items.[].system.heightening.levels.3.area.areaType} (same value: cone)
                                value : string {Bestiary 3.items.[].system.heightening.levels.3.area.value} (same value: 30)
                            [damage] : object {Bestiary 3.items.[].system.heightening.levels.3.damage}
                                0 : object {Bestiary 3.items.[].system.heightening.levels.3.damage.0}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.3.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.3.damage.0.type} (same value: acid)
                                gcovwqxwitqchoin : object {Bestiary 3.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {Bestiary 3.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash)
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid)
                        [6] : object {Bestiary 3.items.[].system.heightening.levels.6}
                            [target] : object {Bestiary 3.items.[].system.heightening.levels.6.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.6.target.value} (5 different values)
                                    1 or 10 creatures (x1)
                                    any number of objects (x30)
                                    10 creatures (x12)
                                    10 willing creatures (x1)
                                    5 creatures (x2)
                            [range] : object {Bestiary 3.items.[].system.heightening.levels.6.range}
                                value : string {Bestiary 3.items.[].system.heightening.levels.6.range.value} (same value: 30 feet)
                        [7] : object {Bestiary 3.items.[].system.heightening.levels.7}
                            [target] : object {Bestiary 3.items.[].system.heightening.levels.7.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.7.target.value} (5 different values)
                                    1 or any number of creatures (x1)
                                    10 creatures (x4)
                                    6 creatures (x14)
                                    1 unattended object with a Bulk of 2 or less (x18)
                                    5 creatures (x9)
                            [area] : object {Bestiary 3.items.[].system.heightening.levels.7.area}
                                areaType : string {Bestiary 3.items.[].system.heightening.levels.7.area.areaType} (same value: cone)
                                value : string {Bestiary 3.items.[].system.heightening.levels.7.area.value} (same value: 60)
                            [damage] : object {Bestiary 3.items.[].system.heightening.levels.7.damage}
                                0 : object {Bestiary 3.items.[].system.heightening.levels.7.damage.0}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.7.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.7.damage.0.type} (same value: acid)
                                gcovwqxwitqchoin : object {Bestiary 3.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {Bestiary 3.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash)
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid)
                        [5] : object {Bestiary 3.items.[].system.heightening.levels.5}
                            [range] : object {Bestiary 3.items.[].system.heightening.levels.5.range}
                                value : string {Bestiary 3.items.[].system.heightening.levels.5.range.value} (3 different values)
                                    1 mile (x26)
                                    120 feet (x14)
                                    60 feet (x18)
                            [target] : object {Bestiary 3.items.[].system.heightening.levels.5.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.5.target.value} (3 different values)
                                    10 creatures (x8)
                                    1 specific object or type of object, or a specific creature or ancestry (x5)
                                    up to three weapons, each of which must be wielded by you or a willing ally, or else unattended (x1)
                            [damage] : object {Bestiary 3.items.[].system.heightening.levels.5.damage}
                                0 : object {Bestiary 3.items.[].system.heightening.levels.5.damage.0}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.5.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.5.damage.0.type} (same value: acid)
                                gcovwqxwitqchoin : object {Bestiary 3.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {Bestiary 3.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash)
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid)
                            [time] : object {Bestiary 3.items.[].system.heightening.levels.5.time}
                                value : string {Bestiary 3.items.[].system.heightening.levels.5.time.value} (same value: 3)
                            [traits] : object {Bestiary 3.items.[].system.heightening.levels.5.traits}
                                value : array<string> {Bestiary 3.items.[].system.heightening.levels.5.traits.value}
                                    Length: min=2 max=2
                                    Value type: string {Bestiary 3.items.[].system.heightening.levels.5.traits.value.[]} (2 different values)
                                        concentrate (x2)
                                        manipulate (x2)
                        [9] : object {Bestiary 3.items.[].system.heightening.levels.9}
                            [range] : object {Bestiary 3.items.[].system.heightening.levels.9.range}
                                value : string {Bestiary 3.items.[].system.heightening.levels.9.range.value} (same value: 30 feet)
                            [target] : object {Bestiary 3.items.[].system.heightening.levels.9.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.9.target.value} (4 different values)
                                    you and up to five additional willing creatures (x1)
                                    5 creatures (x2)
                                    10 creatures that aren't on their home plane (x2)
                                    up to 10 creatures (x2)
                            [damage] : object {Bestiary 3.items.[].system.heightening.levels.9.damage}
                                0 : object {Bestiary 3.items.[].system.heightening.levels.9.damage.0}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.9.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.9.damage.0.type} (same value: acid)
                                gcovwqxwitqchoin : object {Bestiary 3.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False)
                                    category : string {Bestiary 3.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash)
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid)
                        [4] : object {Bestiary 3.items.[].system.heightening.levels.4}
                            [target] : object {Bestiary 3.items.[].system.heightening.levels.4.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.4.target.value} (4 different values)
                                    10 creatures you know by name and have met in person (x9)
                                    10 creatures (x16)
                                    2 creatures (x9)
                                    10 willing living creatures (x5)
                            [area] : object {Bestiary 3.items.[].system.heightening.levels.4.area}
                                areaType : string {Bestiary 3.items.[].system.heightening.levels.4.area.areaType} (2 different values)
                                    burst (x2)
                                    emanation (x10)
                                value : string {Bestiary 3.items.[].system.heightening.levels.4.area.value} (same value: 20)
                            [range] : object {Bestiary 3.items.[].system.heightening.levels.4.range}
                                value : string {Bestiary 3.items.[].system.heightening.levels.4.range.value} (3 different values)
                                    60 feet (x2)
                                    30 feet (x12)
                                    20 feet (x10)
                        [8] : object {Bestiary 3.items.[].system.heightening.levels.8}
                            target : object {Bestiary 3.items.[].system.heightening.levels.8.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
                        [2] : object {Bestiary 3.items.[].system.heightening.levels.2}
                            target : object {Bestiary 3.items.[].system.heightening.levels.2.target}
                                value : string {Bestiary 3.items.[].system.heightening.levels.2.target.value} (same value: non-magical object of 1 Bulk or less)
                        [10] : object {Bestiary 3.items.[].system.heightening.levels.10}
                            [area] : object {Bestiary 3.items.[].system.heightening.levels.10.area}
                                areaType : string {Bestiary 3.items.[].system.heightening.levels.10.area.areaType} (same value: burst)
                                value : string {Bestiary 3.items.[].system.heightening.levels.10.area.value} (2 different values)
                                    1000 (x6)
                                    1320 (x9)
                            [range] : object {Bestiary 3.items.[].system.heightening.levels.10.range}
                                value : string {Bestiary 3.items.[].system.heightening.levels.10.range.value} (2 different values)
                                    2200 feet (x6)
                                    half a mile (x9)
                            [damage] : object {Bestiary 3.items.[].system.heightening.levels.10.damage}
                                0 : object {Bestiary 3.items.[].system.heightening.levels.10.damage.0}
                                    applyMod : boolean {Bestiary 3.items.[].system.heightening.levels.10.damage.0.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.heightening.levels.10.damage.0.formula} (same value: 10d6)
                                    materials : array<> {Bestiary 3.items.[].system.heightening.levels.10.damage.0.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.heightening.levels.10.damage.0.type} (same value: void)
                [attack] : object {Bestiary 3.items.[].system.attack}
                    value : string {Bestiary 3.items.[].system.attack.value} (same value: )
                [attackEffects] : object {Bestiary 3.items.[].system.attackEffects}
                    [custom] : string {Bestiary 3.items.[].system.attackEffects.custom} (same value: )
                    value : array<string> {Bestiary 3.items.[].system.attackEffects.value}
                        Length: min=0 max=2
                        Value type: string {Bestiary 3.items.[].system.attackEffects.value.[]} (82 different values)
                [bonus] : object {Bestiary 3.items.[].system.bonus}
                    value : integer {Bestiary 3.items.[].system.bonus.value} (44 different values)
                [damageRolls] : object {Bestiary 3.items.[].system.damageRolls}
                    [0] : object {Bestiary 3.items.[].system.damageRolls.0}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0.damage} (176 different values)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0.damageType} (13 different values)
                            void (x11)
                            bludgeoning (x174)
                            piercing (x219)
                            slashing (x138)
                            force (x8)
                            poison (x2)
                            acid (x1)
                            fire (x9)
                            mental (x3)
                            electricity (x6)
                            vitality (x2)
                            sonic (x2)
                            cold (x3)
                        [category] : string {Bestiary 3.items.[].system.damageRolls.0.category} (same value: persistent)
                    [u2qkj77ca6i2eg8dym9m] : object {Bestiary 3.items.[].system.damageRolls.u2qkj77ca6i2eg8dym9m}
                        damage : string {Bestiary 3.items.[].system.damageRolls.u2qkj77ca6i2eg8dym9m.damage} (same value: 2d6+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.u2qkj77ca6i2eg8dym9m.damageType} (same value: slashing)
                    [i6p05gzqtdhzqb91ehmf] : object {Bestiary 3.items.[].system.damageRolls.i6p05gzqtdhzqb91ehmf}
                        damage : string {Bestiary 3.items.[].system.damageRolls.i6p05gzqtdhzqb91ehmf.damage} (same value: 3d6+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.i6p05gzqtdhzqb91ehmf.damageType} (same value: piercing)
                    [1] : object {Bestiary 3.items.[].system.damageRolls.1}
                        damage : string {Bestiary 3.items.[].system.damageRolls.1.damage} (6 different values)
                            2d6 (x2)
                            1d6 (x14)
                            1d4 (x3)
                            1d8 (x3)
                            1 (x2)
                            2d8 (x1)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.1.damageType} (6 different values)
                            bleed (x9)
                            cold (x3)
                            acid (x3)
                            fire (x2)
                            spirit (x7)
                            poison (x1)
                        [category] : string {Bestiary 3.items.[].system.damageRolls.1.category} (same value: persistent)
                    [2] : object {Bestiary 3.items.[].system.damageRolls.2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2.damage} (2 different values)
                            1d4 (x1)
                            1d6 (x2)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2.damageType} (2 different values)
                            spirit (x1)
                            bleed (x2)
                    [1qi0e67lh482cospfhav] : object {Bestiary 3.items.[].system.damageRolls.1qi0e67lh482cospfhav}
                        damage : string {Bestiary 3.items.[].system.damageRolls.1qi0e67lh482cospfhav.damage} (same value: 1d6+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.1qi0e67lh482cospfhav.damageType} (same value: slashing)
                    [41pvlnime1le7b9old2a] : object {Bestiary 3.items.[].system.damageRolls.41pvlnime1le7b9old2a}
                        damage : string {Bestiary 3.items.[].system.damageRolls.41pvlnime1le7b9old2a.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.41pvlnime1le7b9old2a.damageType} (same value: spirit)
                    [r5ffl1jxnyp3k4uayfnd] : object {Bestiary 3.items.[].system.damageRolls.r5ffl1jxnyp3k4uayfnd}
                        damage : string {Bestiary 3.items.[].system.damageRolls.r5ffl1jxnyp3k4uayfnd.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.r5ffl1jxnyp3k4uayfnd.damageType} (same value: spirit)
                    [svyc3b7utsajqerghnez] : object {Bestiary 3.items.[].system.damageRolls.svyc3b7utsajqerghnez}
                        damage : string {Bestiary 3.items.[].system.damageRolls.svyc3b7utsajqerghnez.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.svyc3b7utsajqerghnez.damageType} (same value: bludgeoning)
                    [xen556c97384hi65wrvw] : object {Bestiary 3.items.[].system.damageRolls.xen556c97384hi65wrvw}
                        damage : string {Bestiary 3.items.[].system.damageRolls.xen556c97384hi65wrvw.damage} (same value: 1d6+5)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.xen556c97384hi65wrvw.damageType} (same value: piercing)
                    [exmyedfgq2cxnxyuppac] : object {Bestiary 3.items.[].system.damageRolls.exmyedfgq2cxnxyuppac}
                        damage : string {Bestiary 3.items.[].system.damageRolls.exmyedfgq2cxnxyuppac.damage} (same value: 1d8+5)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.exmyedfgq2cxnxyuppac.damageType} (same value: slashing)
                    [2005ykaehgact18upe7f] : object {Bestiary 3.items.[].system.damageRolls.2005ykaehgact18upe7f}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2005ykaehgact18upe7f.damage} (same value: 1d6+3)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2005ykaehgact18upe7f.damageType} (same value: piercing)
                    [dhunb72laz8xpto9umkx] : object {Bestiary 3.items.[].system.damageRolls.dhunb72laz8xpto9umkx}
                        damage : string {Bestiary 3.items.[].system.damageRolls.dhunb72laz8xpto9umkx.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.dhunb72laz8xpto9umkx.damageType} (same value: fire)
                    [0292p8oxyrdz9uy2s5qw] : object {Bestiary 3.items.[].system.damageRolls.0292p8oxyrdz9uy2s5qw}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0292p8oxyrdz9uy2s5qw.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0292p8oxyrdz9uy2s5qw.damageType} (same value: mental)
                    [qeul1256059lhg6wwd3q] : object {Bestiary 3.items.[].system.damageRolls.qeul1256059lhg6wwd3q}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qeul1256059lhg6wwd3q.damage} (same value: 2d10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qeul1256059lhg6wwd3q.damageType} (same value: void)
                    [31gc18dd23yu8nre909e] : object {Bestiary 3.items.[].system.damageRolls.31gc18dd23yu8nre909e}
                        damage : string {Bestiary 3.items.[].system.damageRolls.31gc18dd23yu8nre909e.damage} (same value: 2d10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.31gc18dd23yu8nre909e.damageType} (same value: void)
                    [nv0jqb0h8y0lxnyj8dnq] : object {Bestiary 3.items.[].system.damageRolls.nv0jqb0h8y0lxnyj8dnq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.nv0jqb0h8y0lxnyj8dnq.damage} (same value: 2d10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.nv0jqb0h8y0lxnyj8dnq.damageType} (same value: void)
                    [chf0ts2617tewo1zq3qj] : object {Bestiary 3.items.[].system.damageRolls.chf0ts2617tewo1zq3qj}
                        damage : string {Bestiary 3.items.[].system.damageRolls.chf0ts2617tewo1zq3qj.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.chf0ts2617tewo1zq3qj.damageType} (same value: void)
                    [tcics53v34s147hfgvf7] : object {Bestiary 3.items.[].system.damageRolls.tcics53v34s147hfgvf7}
                        damage : string {Bestiary 3.items.[].system.damageRolls.tcics53v34s147hfgvf7.damage} (same value: 2d10+5)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.tcics53v34s147hfgvf7.damageType} (same value: slashing)
                    [vvk1uwyp3nnvlqc24jzg] : object {Bestiary 3.items.[].system.damageRolls.vvk1uwyp3nnvlqc24jzg}
                        damage : string {Bestiary 3.items.[].system.damageRolls.vvk1uwyp3nnvlqc24jzg.damage} (same value: 2d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.vvk1uwyp3nnvlqc24jzg.damageType} (same value: mental)
                    [0chsncgwio6oa4tvhiql] : object {Bestiary 3.items.[].system.damageRolls.0chsncgwio6oa4tvhiql}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0chsncgwio6oa4tvhiql.damage} (same value: 1d12+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0chsncgwio6oa4tvhiql.damageType} (same value: slashing)
                    [18iwqhrc6nknkhkn1ak2] : object {Bestiary 3.items.[].system.damageRolls.18iwqhrc6nknkhkn1ak2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.18iwqhrc6nknkhkn1ak2.damage} (same value: 1d8+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.18iwqhrc6nknkhkn1ak2.damageType} (same value: bludgeoning)
                    [0t0ocn1rgususlk5xpi2] : object {Bestiary 3.items.[].system.damageRolls.0t0ocn1rgususlk5xpi2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0t0ocn1rgususlk5xpi2.damage} (same value: 2d6+10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0t0ocn1rgususlk5xpi2.damageType} (same value: bludgeoning)
                    [mvtwtj5old8cg2naucbe] : object {Bestiary 3.items.[].system.damageRolls.mvtwtj5old8cg2naucbe}
                        damage : string {Bestiary 3.items.[].system.damageRolls.mvtwtj5old8cg2naucbe.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.mvtwtj5old8cg2naucbe.damageType} (same value: fire)
                    [a7r7aqpsoopx2iiszaaq] : object {Bestiary 3.items.[].system.damageRolls.a7r7aqpsoopx2iiszaaq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.a7r7aqpsoopx2iiszaaq.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.a7r7aqpsoopx2iiszaaq.damageType} (same value: fire)
                    [jlze6obl9t01ticuowg7] : object {Bestiary 3.items.[].system.damageRolls.jlze6obl9t01ticuowg7}
                        damage : string {Bestiary 3.items.[].system.damageRolls.jlze6obl9t01ticuowg7.damage} (same value: 2d12+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.jlze6obl9t01ticuowg7.damageType} (same value: piercing)
                    [267uqw4p10t14pt5awfd] : object {Bestiary 3.items.[].system.damageRolls.267uqw4p10t14pt5awfd}
                        damage : string {Bestiary 3.items.[].system.damageRolls.267uqw4p10t14pt5awfd.damage} (same value: 2d8+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.267uqw4p10t14pt5awfd.damageType} (same value: slashing)
                    [jd0gm1sb64igjoco4msj] : object {Bestiary 3.items.[].system.damageRolls.jd0gm1sb64igjoco4msj}
                        damage : string {Bestiary 3.items.[].system.damageRolls.jd0gm1sb64igjoco4msj.damage} (same value: 2d10+6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.jd0gm1sb64igjoco4msj.damageType} (same value: bludgeoning)
                    [cqmmnrqjk5x1pllk1hsx] : object {Bestiary 3.items.[].system.damageRolls.cqmmnrqjk5x1pllk1hsx}
                        damage : string {Bestiary 3.items.[].system.damageRolls.cqmmnrqjk5x1pllk1hsx.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.cqmmnrqjk5x1pllk1hsx.damageType} (same value: sonic)
                    [05seryye4ou3qaiy1u5x] : object {Bestiary 3.items.[].system.damageRolls.05seryye4ou3qaiy1u5x}
                        damage : string {Bestiary 3.items.[].system.damageRolls.05seryye4ou3qaiy1u5x.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.05seryye4ou3qaiy1u5x.damageType} (same value: mental)
                    [931covuueh44fb2407d4] : object {Bestiary 3.items.[].system.damageRolls.931covuueh44fb2407d4}
                        damage : string {Bestiary 3.items.[].system.damageRolls.931covuueh44fb2407d4.damage} (same value: 2d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.931covuueh44fb2407d4.damageType} (same value: cold)
                    [ov7cqd6r4qg8qbukso7v] : object {Bestiary 3.items.[].system.damageRolls.ov7cqd6r4qg8qbukso7v}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ov7cqd6r4qg8qbukso7v.damage} (same value: 2d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ov7cqd6r4qg8qbukso7v.damageType} (same value: cold)
                    [kmm64hufmoml4polor0l] : object {Bestiary 3.items.[].system.damageRolls.kmm64hufmoml4polor0l}
                        damage : string {Bestiary 3.items.[].system.damageRolls.kmm64hufmoml4polor0l.damage} (same value: 2d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.kmm64hufmoml4polor0l.damageType} (same value: cold)
                    [dov7matt2y5jxap07tnv] : object {Bestiary 3.items.[].system.damageRolls.dov7matt2y5jxap07tnv}
                        damage : string {Bestiary 3.items.[].system.damageRolls.dov7matt2y5jxap07tnv.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.dov7matt2y5jxap07tnv.damageType} (same value: spirit)
                    [9klwwfsbk9d3huw0b8dv] : object {Bestiary 3.items.[].system.damageRolls.9klwwfsbk9d3huw0b8dv}
                        damage : string {Bestiary 3.items.[].system.damageRolls.9klwwfsbk9d3huw0b8dv.damage} (same value: 1d8+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.9klwwfsbk9d3huw0b8dv.damageType} (same value: bludgeoning)
                    [8Gk7e9azm19UMxsa] : object {Bestiary 3.items.[].system.damageRolls.8Gk7e9azm19UMxsa}
                        damage : string {Bestiary 3.items.[].system.damageRolls.8Gk7e9azm19UMxsa.damage} (same value: 1d8+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.8Gk7e9azm19UMxsa.damageType} (same value: piercing)
                    [Gh5aoRgXD8qGkqgD] : object {Bestiary 3.items.[].system.damageRolls.Gh5aoRgXD8qGkqgD}
                        damage : string {Bestiary 3.items.[].system.damageRolls.Gh5aoRgXD8qGkqgD.damage} (same value: 1d8+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.Gh5aoRgXD8qGkqgD.damageType} (same value: slashing)
                    [voqldw5uwvbpyfttzm44] : object {Bestiary 3.items.[].system.damageRolls.voqldw5uwvbpyfttzm44}
                        damage : string {Bestiary 3.items.[].system.damageRolls.voqldw5uwvbpyfttzm44.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.voqldw5uwvbpyfttzm44.damageType} (same value: spirit)
                    [4596ph26g3s6d0ynhey1] : object {Bestiary 3.items.[].system.damageRolls.4596ph26g3s6d0ynhey1}
                        damage : string {Bestiary 3.items.[].system.damageRolls.4596ph26g3s6d0ynhey1.damage} (same value: 4d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.4596ph26g3s6d0ynhey1.damageType} (3 different values)
                            fire (x2)
                            cold (x2)
                            acid (x1)
                    [bwj9oiig5v68sm729kk3] : object {Bestiary 3.items.[].system.damageRolls.bwj9oiig5v68sm729kk3}
                        damage : string {Bestiary 3.items.[].system.damageRolls.bwj9oiig5v68sm729kk3.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.bwj9oiig5v68sm729kk3.damageType} (same value: spirit)
                    [qsvicnwjcigwc1dscsvt] : object {Bestiary 3.items.[].system.damageRolls.qsvicnwjcigwc1dscsvt}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qsvicnwjcigwc1dscsvt.damage} (same value: 4d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qsvicnwjcigwc1dscsvt.damageType} (3 different values)
                            fire (x2)
                            cold (x2)
                            acid (x1)
                    [2d1di89fbswx0dc4p976] : object {Bestiary 3.items.[].system.damageRolls.2d1di89fbswx0dc4p976}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2d1di89fbswx0dc4p976.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2d1di89fbswx0dc4p976.damageType} (same value: mental)
                    [ubzntuxwiima9sq18y55] : object {Bestiary 3.items.[].system.damageRolls.ubzntuxwiima9sq18y55}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ubzntuxwiima9sq18y55.damage} (same value: 3d6+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ubzntuxwiima9sq18y55.damageType} (same value: piercing)
                    [4gxpjo50o0iw45sbyzlo] : object {Bestiary 3.items.[].system.damageRolls.4gxpjo50o0iw45sbyzlo}
                        damage : string {Bestiary 3.items.[].system.damageRolls.4gxpjo50o0iw45sbyzlo.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.4gxpjo50o0iw45sbyzlo.damageType} (same value: mental)
                    [jyut2lsupynxju85e6lz] : object {Bestiary 3.items.[].system.damageRolls.jyut2lsupynxju85e6lz}
                        damage : string {Bestiary 3.items.[].system.damageRolls.jyut2lsupynxju85e6lz.damage} (same value: 3d8+16)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.jyut2lsupynxju85e6lz.damageType} (same value: slashing)
                    [857sbtp841exhxa60v9o] : object {Bestiary 3.items.[].system.damageRolls.857sbtp841exhxa60v9o}
                        damage : string {Bestiary 3.items.[].system.damageRolls.857sbtp841exhxa60v9o.damage} (same value: 4d8+23)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.857sbtp841exhxa60v9o.damageType} (same value: acid)
                    [gj361eku2o8e4t0kykkj] : object {Bestiary 3.items.[].system.damageRolls.gj361eku2o8e4t0kykkj}
                        damage : string {Bestiary 3.items.[].system.damageRolls.gj361eku2o8e4t0kykkj.damage} (same value: 2d6+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.gj361eku2o8e4t0kykkj.damageType} (same value: piercing)
                    [6283fieltxwavj1plyh6] : object {Bestiary 3.items.[].system.damageRolls.6283fieltxwavj1plyh6}
                        damage : string {Bestiary 3.items.[].system.damageRolls.6283fieltxwavj1plyh6.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.6283fieltxwavj1plyh6.damageType} (4 different values)
                            acid (x2)
                            cold (x1)
                            fire (x1)
                            void (x1)
                    [4q37cprhmqg527a4glho] : object {Bestiary 3.items.[].system.damageRolls.4q37cprhmqg527a4glho}
                        damage : string {Bestiary 3.items.[].system.damageRolls.4q37cprhmqg527a4glho.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.4q37cprhmqg527a4glho.damageType} (same value: spirit)
                    [qj1pkhjfxy8pf4jasgu9] : object {Bestiary 3.items.[].system.damageRolls.qj1pkhjfxy8pf4jasgu9}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qj1pkhjfxy8pf4jasgu9.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qj1pkhjfxy8pf4jasgu9.damageType} (same value: spirit)
                    [0c8x9uey5zmj2dgwit87] : object {Bestiary 3.items.[].system.damageRolls.0c8x9uey5zmj2dgwit87}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0c8x9uey5zmj2dgwit87.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0c8x9uey5zmj2dgwit87.damageType} (same value: fire)
                    [e30481rbp6g1b2cgivij] : object {Bestiary 3.items.[].system.damageRolls.e30481rbp6g1b2cgivij}
                        damage : string {Bestiary 3.items.[].system.damageRolls.e30481rbp6g1b2cgivij.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.e30481rbp6g1b2cgivij.damageType} (same value: poison)
                    [x87b83iqz9ejdn5nebuu] : object {Bestiary 3.items.[].system.damageRolls.x87b83iqz9ejdn5nebuu}
                        damage : string {Bestiary 3.items.[].system.damageRolls.x87b83iqz9ejdn5nebuu.damage} (same value: 3d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.x87b83iqz9ejdn5nebuu.damageType} (same value: poison)
                    [rsens59ppqr8mw404lca] : object {Bestiary 3.items.[].system.damageRolls.rsens59ppqr8mw404lca}
                        damage : string {Bestiary 3.items.[].system.damageRolls.rsens59ppqr8mw404lca.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.rsens59ppqr8mw404lca.damageType} (same value: poison)
                    [c9y4pk1vs2ty3p1xjzht] : object {Bestiary 3.items.[].system.damageRolls.c9y4pk1vs2ty3p1xjzht}
                        damage : string {Bestiary 3.items.[].system.damageRolls.c9y4pk1vs2ty3p1xjzht.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.c9y4pk1vs2ty3p1xjzht.damageType} (same value: void)
                    [g0ncjnd5enshb8y0yurh] : object {Bestiary 3.items.[].system.damageRolls.g0ncjnd5enshb8y0yurh}
                        damage : string {Bestiary 3.items.[].system.damageRolls.g0ncjnd5enshb8y0yurh.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.g0ncjnd5enshb8y0yurh.damageType} (same value: void)
                    [q1ve4p37s7nztcldvub0] : object {Bestiary 3.items.[].system.damageRolls.q1ve4p37s7nztcldvub0}
                        damage : string {Bestiary 3.items.[].system.damageRolls.q1ve4p37s7nztcldvub0.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.q1ve4p37s7nztcldvub0.damageType} (same value: void)
                    [vlom5kdyn1m8ije9vanq] : object {Bestiary 3.items.[].system.damageRolls.vlom5kdyn1m8ije9vanq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.vlom5kdyn1m8ije9vanq.damage} (same value: 1d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.vlom5kdyn1m8ije9vanq.damageType} (same value: electricity)
                    [wyn9lhqgpbjsjmgxgh7w] : object {Bestiary 3.items.[].system.damageRolls.wyn9lhqgpbjsjmgxgh7w}
                        damage : string {Bestiary 3.items.[].system.damageRolls.wyn9lhqgpbjsjmgxgh7w.damage} (same value: 1d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.wyn9lhqgpbjsjmgxgh7w.damageType} (same value: electricity)
                    [o54hy2st7ndeq1o6jo3c] : object {Bestiary 3.items.[].system.damageRolls.o54hy2st7ndeq1o6jo3c}
                        damage : string {Bestiary 3.items.[].system.damageRolls.o54hy2st7ndeq1o6jo3c.damage} (same value: 2d8 + 9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.o54hy2st7ndeq1o6jo3c.damageType} (same value: piercing)
                    [ji3z5r8g4djs2beh81sq] : object {Bestiary 3.items.[].system.damageRolls.ji3z5r8g4djs2beh81sq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ji3z5r8g4djs2beh81sq.damage} (same value: 1d6 + 2)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ji3z5r8g4djs2beh81sq.damageType} (same value: slashing)
                    [2p9keesby282t907igw6] : object {Bestiary 3.items.[].system.damageRolls.2p9keesby282t907igw6}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2p9keesby282t907igw6.damage} (same value: 1d8 + 2)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2p9keesby282t907igw6.damageType} (same value: piercing)
                    [cibqxfvsrd3kdy87cfm6] : object {Bestiary 3.items.[].system.damageRolls.cibqxfvsrd3kdy87cfm6}
                        damage : string {Bestiary 3.items.[].system.damageRolls.cibqxfvsrd3kdy87cfm6.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.cibqxfvsrd3kdy87cfm6.damageType} (same value: slashing)
                    [i2rge0b6mdrc9fzunsyv] : object {Bestiary 3.items.[].system.damageRolls.i2rge0b6mdrc9fzunsyv}
                        damage : string {Bestiary 3.items.[].system.damageRolls.i2rge0b6mdrc9fzunsyv.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.i2rge0b6mdrc9fzunsyv.damageType} (same value: piercing)
                    [tzm8oydo2xt3n0md8ciy] : object {Bestiary 3.items.[].system.damageRolls.tzm8oydo2xt3n0md8ciy}
                        damage : string {Bestiary 3.items.[].system.damageRolls.tzm8oydo2xt3n0md8ciy.damage} (same value: 2d8 + 9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.tzm8oydo2xt3n0md8ciy.damageType} (same value: untyped)
                    [f98avpdf9cqk94xicz87] : object {Bestiary 3.items.[].system.damageRolls.f98avpdf9cqk94xicz87}
                        damage : string {Bestiary 3.items.[].system.damageRolls.f98avpdf9cqk94xicz87.damage} (same value: 5d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.f98avpdf9cqk94xicz87.damageType} (same value: untyped)
                    [eroapbwbewgao6hhrcpk] : object {Bestiary 3.items.[].system.damageRolls.eroapbwbewgao6hhrcpk}
                        damage : string {Bestiary 3.items.[].system.damageRolls.eroapbwbewgao6hhrcpk.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.eroapbwbewgao6hhrcpk.damageType} (same value: sonic)
                    [5p9q1rnbx6qpry1ciec8] : object {Bestiary 3.items.[].system.damageRolls.5p9q1rnbx6qpry1ciec8}
                        damage : string {Bestiary 3.items.[].system.damageRolls.5p9q1rnbx6qpry1ciec8.damage} (same value: 2d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.5p9q1rnbx6qpry1ciec8.damageType} (same value: force)
                    [zz5sqqx22mp5poqf3hjv] : object {Bestiary 3.items.[].system.damageRolls.zz5sqqx22mp5poqf3hjv}
                        damage : string {Bestiary 3.items.[].system.damageRolls.zz5sqqx22mp5poqf3hjv.damage} (same value: 2d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.zz5sqqx22mp5poqf3hjv.damageType} (same value: force)
                    [77vx191ki0vtrcymyfo5] : object {Bestiary 3.items.[].system.damageRolls.77vx191ki0vtrcymyfo5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.77vx191ki0vtrcymyfo5.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.77vx191ki0vtrcymyfo5.damageType} (same value: fire)
                    [h0nbg0ibk11gyhxpehat] : object {Bestiary 3.items.[].system.damageRolls.h0nbg0ibk11gyhxpehat}
                        damage : string {Bestiary 3.items.[].system.damageRolls.h0nbg0ibk11gyhxpehat.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.h0nbg0ibk11gyhxpehat.damageType} (same value: vitality)
                    [mmqtwgjt3v7wpwru4fud] : object {Bestiary 3.items.[].system.damageRolls.mmqtwgjt3v7wpwru4fud}
                        damage : string {Bestiary 3.items.[].system.damageRolls.mmqtwgjt3v7wpwru4fud.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.mmqtwgjt3v7wpwru4fud.damageType} (same value: vitality)
                    [c18tjplaeao8ozr1g8p5] : object {Bestiary 3.items.[].system.damageRolls.c18tjplaeao8ozr1g8p5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.c18tjplaeao8ozr1g8p5.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.c18tjplaeao8ozr1g8p5.damageType} (same value: fire)
                    [2ltb0yg7gakvl6aeiait] : object {Bestiary 3.items.[].system.damageRolls.2ltb0yg7gakvl6aeiait}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2ltb0yg7gakvl6aeiait.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2ltb0yg7gakvl6aeiait.damageType} (same value: vitality)
                    [u5pe5ykvafssyihotpql] : object {Bestiary 3.items.[].system.damageRolls.u5pe5ykvafssyihotpql}
                        damage : string {Bestiary 3.items.[].system.damageRolls.u5pe5ykvafssyihotpql.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.u5pe5ykvafssyihotpql.damageType} (same value: vitality)
                    [ewy54xdivgkefrujno1u] : object {Bestiary 3.items.[].system.damageRolls.ewy54xdivgkefrujno1u}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ewy54xdivgkefrujno1u.damage} (same value: 4d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ewy54xdivgkefrujno1u.damageType} (same value: mental)
                    [gw6sapjwrww8zahe1e2p] : object {Bestiary 3.items.[].system.damageRolls.gw6sapjwrww8zahe1e2p}
                        damage : string {Bestiary 3.items.[].system.damageRolls.gw6sapjwrww8zahe1e2p.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.gw6sapjwrww8zahe1e2p.damageType} (same value: spirit)
                    [y21khg942dlorgxk1k43] : object {Bestiary 3.items.[].system.damageRolls.y21khg942dlorgxk1k43}
                        damage : string {Bestiary 3.items.[].system.damageRolls.y21khg942dlorgxk1k43.damage} (same value: 2d6+5)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.y21khg942dlorgxk1k43.damageType} (same value: piercing)
                    [iq9wb7bx76hgkbdg356e] : object {Bestiary 3.items.[].system.damageRolls.iq9wb7bx76hgkbdg356e}
                        damage : string {Bestiary 3.items.[].system.damageRolls.iq9wb7bx76hgkbdg356e.damage} (same value: 4d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.iq9wb7bx76hgkbdg356e.damageType} (same value: mental)
                    [20kcgwjienncwupqson0] : object {Bestiary 3.items.[].system.damageRolls.20kcgwjienncwupqson0}
                        damage : string {Bestiary 3.items.[].system.damageRolls.20kcgwjienncwupqson0.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.20kcgwjienncwupqson0.damageType} (same value: spirit)
                    [amxdotshcvdurbixf6jb] : object {Bestiary 3.items.[].system.damageRolls.amxdotshcvdurbixf6jb}
                        damage : string {Bestiary 3.items.[].system.damageRolls.amxdotshcvdurbixf6jb.damage} (same value: 4d12+18)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.amxdotshcvdurbixf6jb.damageType} (same value: piercing)
                    [utzuyyc2rr1i52jq9gm5] : object {Bestiary 3.items.[].system.damageRolls.utzuyyc2rr1i52jq9gm5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.utzuyyc2rr1i52jq9gm5.damage} (same value: 3d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.utzuyyc2rr1i52jq9gm5.damageType} (same value: spirit)
                    [dpqc02n4h1jp18rundv5] : object {Bestiary 3.items.[].system.damageRolls.dpqc02n4h1jp18rundv5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.dpqc02n4h1jp18rundv5.damage} (same value: 4d8+18)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.dpqc02n4h1jp18rundv5.damageType} (same value: slashing)
                    [qlw99qcvx679wiofpqgq] : object {Bestiary 3.items.[].system.damageRolls.qlw99qcvx679wiofpqgq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qlw99qcvx679wiofpqgq.damage} (same value: 3d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qlw99qcvx679wiofpqgq.damageType} (same value: spirit)
                    [8a49gf7iwdxq2kp40clf] : object {Bestiary 3.items.[].system.damageRolls.8a49gf7iwdxq2kp40clf}
                        damage : string {Bestiary 3.items.[].system.damageRolls.8a49gf7iwdxq2kp40clf.damage} (same value: 1d6+8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.8a49gf7iwdxq2kp40clf.damageType} (same value: bludgeoning)
                    [w9qzsteb6tkmoqekrmm2] : object {Bestiary 3.items.[].system.damageRolls.w9qzsteb6tkmoqekrmm2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.w9qzsteb6tkmoqekrmm2.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.w9qzsteb6tkmoqekrmm2.damageType} (same value: void)
                    [nr2zfc4ylpm5rfa0zg5n] : object {Bestiary 3.items.[].system.damageRolls.nr2zfc4ylpm5rfa0zg5n}
                        damage : string {Bestiary 3.items.[].system.damageRolls.nr2zfc4ylpm5rfa0zg5n.damage} (same value: 3d10+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.nr2zfc4ylpm5rfa0zg5n.damageType} (same value: bludgeoning)
                    [b3v191sg3ku1te39nczu] : object {Bestiary 3.items.[].system.damageRolls.b3v191sg3ku1te39nczu}
                        damage : string {Bestiary 3.items.[].system.damageRolls.b3v191sg3ku1te39nczu.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.b3v191sg3ku1te39nczu.damageType} (same value: mental)
                    [dvarv5oaimn6exfdm3hz] : object {Bestiary 3.items.[].system.damageRolls.dvarv5oaimn6exfdm3hz}
                        damage : string {Bestiary 3.items.[].system.damageRolls.dvarv5oaimn6exfdm3hz.damage} (same value: 2d8+9)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.dvarv5oaimn6exfdm3hz.damageType} (same value: mental)
                    [0f7oyfo60r9g0t07fk5g] : object {Bestiary 3.items.[].system.damageRolls.0f7oyfo60r9g0t07fk5g}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0f7oyfo60r9g0t07fk5g.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0f7oyfo60r9g0t07fk5g.damageType} (same value: fire)
                    [iv7db9ztheby88uhvy7f] : object {Bestiary 3.items.[].system.damageRolls.iv7db9ztheby88uhvy7f}
                        damage : string {Bestiary 3.items.[].system.damageRolls.iv7db9ztheby88uhvy7f.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.iv7db9ztheby88uhvy7f.damageType} (same value: vitality)
                    [q78toso3wby243bz0d44] : object {Bestiary 3.items.[].system.damageRolls.q78toso3wby243bz0d44}
                        damage : string {Bestiary 3.items.[].system.damageRolls.q78toso3wby243bz0d44.damage} (same value: 2d10+2)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.q78toso3wby243bz0d44.damageType} (same value: bludgeoning)
                    [l8mhg4lhlz8a7sl3ybu7] : object {Bestiary 3.items.[].system.damageRolls.l8mhg4lhlz8a7sl3ybu7}
                        damage : string {Bestiary 3.items.[].system.damageRolls.l8mhg4lhlz8a7sl3ybu7.damage} (same value: 1d8+2)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.l8mhg4lhlz8a7sl3ybu7.damageType} (same value: mental)
                    [t5tatin740jycg7yf562] : object {Bestiary 3.items.[].system.damageRolls.t5tatin740jycg7yf562}
                        damage : string {Bestiary 3.items.[].system.damageRolls.t5tatin740jycg7yf562.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.t5tatin740jycg7yf562.damageType} (same value: fire)
                    [e11bamvawfq2ku1sxfi2] : object {Bestiary 3.items.[].system.damageRolls.e11bamvawfq2ku1sxfi2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.e11bamvawfq2ku1sxfi2.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.e11bamvawfq2ku1sxfi2.damageType} (same value: vitality)
                    [8nd7d47h3d3m8ogal8ld] : object {Bestiary 3.items.[].system.damageRolls.8nd7d47h3d3m8ogal8ld}
                        damage : string {Bestiary 3.items.[].system.damageRolls.8nd7d47h3d3m8ogal8ld.damage} (same value: 1d6+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.8nd7d47h3d3m8ogal8ld.damageType} (same value: piercing)
                    [qq5c4bdanojt7h696n4z] : object {Bestiary 3.items.[].system.damageRolls.qq5c4bdanojt7h696n4z}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qq5c4bdanojt7h696n4z.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qq5c4bdanojt7h696n4z.damageType} (same value: cold)
                    [gid92137za6t4bss3vle] : object {Bestiary 3.items.[].system.damageRolls.gid92137za6t4bss3vle}
                        damage : string {Bestiary 3.items.[].system.damageRolls.gid92137za6t4bss3vle.damage} (same value: 2d6 + 8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.gid92137za6t4bss3vle.damageType} (same value: slashing)
                    [c6jufmqvwaw0wlb3zch8] : object {Bestiary 3.items.[].system.damageRolls.c6jufmqvwaw0wlb3zch8}
                        damage : string {Bestiary 3.items.[].system.damageRolls.c6jufmqvwaw0wlb3zch8.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.c6jufmqvwaw0wlb3zch8.damageType} (same value: spirit)
                    [0clqmiqe5okofwl8kwh8] : object {Bestiary 3.items.[].system.damageRolls.0clqmiqe5okofwl8kwh8}
                        damage : string {Bestiary 3.items.[].system.damageRolls.0clqmiqe5okofwl8kwh8.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.0clqmiqe5okofwl8kwh8.damageType} (same value: spirit)
                    [2nidy9sc20fchskzstqk] : object {Bestiary 3.items.[].system.damageRolls.2nidy9sc20fchskzstqk}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2nidy9sc20fchskzstqk.damage} (same value: 1d10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2nidy9sc20fchskzstqk.damageType} (same value: mental)
                    [hiti75pcwni2cf0x8j8b] : object {Bestiary 3.items.[].system.damageRolls.hiti75pcwni2cf0x8j8b}
                        damage : string {Bestiary 3.items.[].system.damageRolls.hiti75pcwni2cf0x8j8b.damage} (same value: 3d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.hiti75pcwni2cf0x8j8b.damageType} (same value: mental)
                    [mv6466icizpy4idlmga8] : object {Bestiary 3.items.[].system.damageRolls.mv6466icizpy4idlmga8}
                        damage : string {Bestiary 3.items.[].system.damageRolls.mv6466icizpy4idlmga8.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.mv6466icizpy4idlmga8.damageType} (same value: mental)
                    [gx94kr7jops2ms363t2j] : object {Bestiary 3.items.[].system.damageRolls.gx94kr7jops2ms363t2j}
                        damage : string {Bestiary 3.items.[].system.damageRolls.gx94kr7jops2ms363t2j.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.gx94kr7jops2ms363t2j.damageType} (same value: mental)
                    [h1z40j0yq6i7vq8eq9x1] : object {Bestiary 3.items.[].system.damageRolls.h1z40j0yq6i7vq8eq9x1}
                        damage : string {Bestiary 3.items.[].system.damageRolls.h1z40j0yq6i7vq8eq9x1.damage} (same value: 2d8+4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.h1z40j0yq6i7vq8eq9x1.damageType} (same value: slashing)
                    [801or5jq1ip645d47j9u] : object {Bestiary 3.items.[].system.damageRolls.801or5jq1ip645d47j9u}
                        damage : string {Bestiary 3.items.[].system.damageRolls.801or5jq1ip645d47j9u.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.801or5jq1ip645d47j9u.damageType} (same value: spirit)
                    [s7l8cpr2micnkscqxqo5] : object {Bestiary 3.items.[].system.damageRolls.s7l8cpr2micnkscqxqo5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.s7l8cpr2micnkscqxqo5.damage} (same value: 2d6+7)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.s7l8cpr2micnkscqxqo5.damageType} (same value: slashing)
                    [wu17sjwqujgns2xukamc] : object {Bestiary 3.items.[].system.damageRolls.wu17sjwqujgns2xukamc}
                        damage : string {Bestiary 3.items.[].system.damageRolls.wu17sjwqujgns2xukamc.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.wu17sjwqujgns2xukamc.damageType} (same value: spirit)
                    [4h426ektuecci0wlmer6] : object {Bestiary 3.items.[].system.damageRolls.4h426ektuecci0wlmer6}
                        damage : string {Bestiary 3.items.[].system.damageRolls.4h426ektuecci0wlmer6.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.4h426ektuecci0wlmer6.damageType} (same value: spirit)
                    [ebur9kza0mcjvrt31xz3] : object {Bestiary 3.items.[].system.damageRolls.ebur9kza0mcjvrt31xz3}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ebur9kza0mcjvrt31xz3.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ebur9kza0mcjvrt31xz3.damageType} (same value: spirit)
                    [ep9iydsp6gsbkhpwoh5y] : object {Bestiary 3.items.[].system.damageRolls.ep9iydsp6gsbkhpwoh5y}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ep9iydsp6gsbkhpwoh5y.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ep9iydsp6gsbkhpwoh5y.damageType} (same value: spirit)
                    [wc3m4uv5q6bray3crw5y] : object {Bestiary 3.items.[].system.damageRolls.wc3m4uv5q6bray3crw5y}
                        damage : string {Bestiary 3.items.[].system.damageRolls.wc3m4uv5q6bray3crw5y.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.wc3m4uv5q6bray3crw5y.damageType} (same value: acid)
                    [zl22og5rfwrlah77bh0g] : object {Bestiary 3.items.[].system.damageRolls.zl22og5rfwrlah77bh0g}
                        damage : string {Bestiary 3.items.[].system.damageRolls.zl22og5rfwrlah77bh0g.damage} (same value: 2d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.zl22og5rfwrlah77bh0g.damageType} (same value: poison)
                    [l0iswoesdkd65dcwm9dk] : object {Bestiary 3.items.[].system.damageRolls.l0iswoesdkd65dcwm9dk}
                        damage : string {Bestiary 3.items.[].system.damageRolls.l0iswoesdkd65dcwm9dk.damage} (same value: 2d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.l0iswoesdkd65dcwm9dk.damageType} (same value: cold)
                    [83orcawp5ooir026ebdc] : object {Bestiary 3.items.[].system.damageRolls.83orcawp5ooir026ebdc}
                        damage : string {Bestiary 3.items.[].system.damageRolls.83orcawp5ooir026ebdc.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.83orcawp5ooir026ebdc.damageType} (same value: cold)
                    [p9jak0h1nbguguglcesr] : object {Bestiary 3.items.[].system.damageRolls.p9jak0h1nbguguglcesr}
                        damage : string {Bestiary 3.items.[].system.damageRolls.p9jak0h1nbguguglcesr.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.p9jak0h1nbguguglcesr.damageType} (same value: spirit)
                    [ctwgah9r0rlwq8apj069] : object {Bestiary 3.items.[].system.damageRolls.ctwgah9r0rlwq8apj069}
                        damage : string {Bestiary 3.items.[].system.damageRolls.ctwgah9r0rlwq8apj069.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.ctwgah9r0rlwq8apj069.damageType} (same value: spirit)
                    [n3fg8uxtmtrbylc9zkfi] : object {Bestiary 3.items.[].system.damageRolls.n3fg8uxtmtrbylc9zkfi}
                        damage : string {Bestiary 3.items.[].system.damageRolls.n3fg8uxtmtrbylc9zkfi.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.n3fg8uxtmtrbylc9zkfi.damageType} (same value: fire)
                    [bp5d1t7n1pfm1gah67vu] : object {Bestiary 3.items.[].system.damageRolls.bp5d1t7n1pfm1gah67vu}
                        damage : string {Bestiary 3.items.[].system.damageRolls.bp5d1t7n1pfm1gah67vu.damage} (same value: 3d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.bp5d1t7n1pfm1gah67vu.damageType} (same value: poison)
                    [liw3ydkpujf7poobgldo] : object {Bestiary 3.items.[].system.damageRolls.liw3ydkpujf7poobgldo}
                        damage : string {Bestiary 3.items.[].system.damageRolls.liw3ydkpujf7poobgldo.damage} (same value: 1d10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.liw3ydkpujf7poobgldo.damageType} (same value: mental)
                    [qkkpw80ck1lqkcu5mhi9] : object {Bestiary 3.items.[].system.damageRolls.qkkpw80ck1lqkcu5mhi9}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qkkpw80ck1lqkcu5mhi9.damage} (same value: 2d8+10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qkkpw80ck1lqkcu5mhi9.damageType} (same value: slashing)
                    [hzgwhsw749q1z65m76lu] : object {Bestiary 3.items.[].system.damageRolls.hzgwhsw749q1z65m76lu}
                        damage : string {Bestiary 3.items.[].system.damageRolls.hzgwhsw749q1z65m76lu.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.hzgwhsw749q1z65m76lu.damageType} (same value: spirit)
                    [p6uzjb18vos3d6jo26hy] : object {Bestiary 3.items.[].system.damageRolls.p6uzjb18vos3d6jo26hy}
                        damage : string {Bestiary 3.items.[].system.damageRolls.p6uzjb18vos3d6jo26hy.damage} (same value: 2d6+10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.p6uzjb18vos3d6jo26hy.damageType} (same value: piercing)
                    [a6d4j2q4po67wqa40vcj] : object {Bestiary 3.items.[].system.damageRolls.a6d4j2q4po67wqa40vcj}
                        damage : string {Bestiary 3.items.[].system.damageRolls.a6d4j2q4po67wqa40vcj.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.a6d4j2q4po67wqa40vcj.damageType} (same value: spirit)
                    [c93kre9lzn8r89hogiqq] : object {Bestiary 3.items.[].system.damageRolls.c93kre9lzn8r89hogiqq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.c93kre9lzn8r89hogiqq.damage} (same value: 1d10)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.c93kre9lzn8r89hogiqq.damageType} (same value: void)
                    [rmps9mt8ll3dhu97yl5s] : object {Bestiary 3.items.[].system.damageRolls.rmps9mt8ll3dhu97yl5s}
                        damage : string {Bestiary 3.items.[].system.damageRolls.rmps9mt8ll3dhu97yl5s.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.rmps9mt8ll3dhu97yl5s.damageType} (same value: mental)
                    [z2505gwe2rsxdyto1vya] : object {Bestiary 3.items.[].system.damageRolls.z2505gwe2rsxdyto1vya}
                        damage : string {Bestiary 3.items.[].system.damageRolls.z2505gwe2rsxdyto1vya.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.z2505gwe2rsxdyto1vya.damageType} (same value: spirit)
                    [92ru4bdcylkbjormfaqn] : object {Bestiary 3.items.[].system.damageRolls.92ru4bdcylkbjormfaqn}
                        damage : string {Bestiary 3.items.[].system.damageRolls.92ru4bdcylkbjormfaqn.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.92ru4bdcylkbjormfaqn.damageType} (same value: mental)
                    [fwza92gscc5dlbdw6n91] : object {Bestiary 3.items.[].system.damageRolls.fwza92gscc5dlbdw6n91}
                        damage : string {Bestiary 3.items.[].system.damageRolls.fwza92gscc5dlbdw6n91.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.fwza92gscc5dlbdw6n91.damageType} (same value: spirit)
                    [9yoqrs32edjih02dpw60] : object {Bestiary 3.items.[].system.damageRolls.9yoqrs32edjih02dpw60}
                        damage : string {Bestiary 3.items.[].system.damageRolls.9yoqrs32edjih02dpw60.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.9yoqrs32edjih02dpw60.damageType} (same value: mental)
                    [v54esdehe3ditkjshpen] : object {Bestiary 3.items.[].system.damageRolls.v54esdehe3ditkjshpen}
                        damage : string {Bestiary 3.items.[].system.damageRolls.v54esdehe3ditkjshpen.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.v54esdehe3ditkjshpen.damageType} (same value: cold)
                    [5cz86iuy6g7938r499xq] : object {Bestiary 3.items.[].system.damageRolls.5cz86iuy6g7938r499xq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.5cz86iuy6g7938r499xq.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.5cz86iuy6g7938r499xq.damageType} (same value: cold)
                    [k6tfh9nhwh5d1qvqmfl5] : object {Bestiary 3.items.[].system.damageRolls.k6tfh9nhwh5d1qvqmfl5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.k6tfh9nhwh5d1qvqmfl5.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.k6tfh9nhwh5d1qvqmfl5.damageType} (same value: piercing)
                    [zy158t1fu28edcdkdpx5] : object {Bestiary 3.items.[].system.damageRolls.zy158t1fu28edcdkdpx5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.zy158t1fu28edcdkdpx5.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.zy158t1fu28edcdkdpx5.damageType} (same value: spirit)
                    [1ne0bp3sv7rrd60zf8bq] : object {Bestiary 3.items.[].system.damageRolls.1ne0bp3sv7rrd60zf8bq}
                        damage : string {Bestiary 3.items.[].system.damageRolls.1ne0bp3sv7rrd60zf8bq.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.1ne0bp3sv7rrd60zf8bq.damageType} (same value: spirit)
                    [5l5wap4egw9rho57k5l2] : object {Bestiary 3.items.[].system.damageRolls.5l5wap4egw9rho57k5l2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.5l5wap4egw9rho57k5l2.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.5l5wap4egw9rho57k5l2.damageType} (same value: mental)
                    [g8u5oqxd59tb8ke26pv5] : object {Bestiary 3.items.[].system.damageRolls.g8u5oqxd59tb8ke26pv5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.g8u5oqxd59tb8ke26pv5.damage} (same value: 3d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.g8u5oqxd59tb8ke26pv5.damageType} (same value: mental)
                    [s7brdomp71onnti57seg] : object {Bestiary 3.items.[].system.damageRolls.s7brdomp71onnti57seg}
                        damage : string {Bestiary 3.items.[].system.damageRolls.s7brdomp71onnti57seg.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.s7brdomp71onnti57seg.damageType} (same value: mental)
                    [jdVUSJ69OVjOAeSW] : object {Bestiary 3.items.[].system.damageRolls.jdVUSJ69OVjOAeSW}
                        damage : string {Bestiary 3.items.[].system.damageRolls.jdVUSJ69OVjOAeSW.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.jdVUSJ69OVjOAeSW.damageType} (same value: fire)
                    [by5cqzhyzabt6pfeqtb5] : object {Bestiary 3.items.[].system.damageRolls.by5cqzhyzabt6pfeqtb5}
                        damage : string {Bestiary 3.items.[].system.damageRolls.by5cqzhyzabt6pfeqtb5.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.by5cqzhyzabt6pfeqtb5.damageType} (same value: electricity)
                    [fp84sqbg7ri2uvdwtjrh] : object {Bestiary 3.items.[].system.damageRolls.fp84sqbg7ri2uvdwtjrh}
                        damage : string {Bestiary 3.items.[].system.damageRolls.fp84sqbg7ri2uvdwtjrh.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.fp84sqbg7ri2uvdwtjrh.damageType} (same value: electricity)
                    [q0qr3kjhjl9dzj8s1x8e] : object {Bestiary 3.items.[].system.damageRolls.q0qr3kjhjl9dzj8s1x8e}
                        damage : string {Bestiary 3.items.[].system.damageRolls.q0qr3kjhjl9dzj8s1x8e.damage} (same value: 2d8+13)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.q0qr3kjhjl9dzj8s1x8e.damageType} (same value: slashing)
                    [qlx9h0ocy33subnnt216] : object {Bestiary 3.items.[].system.damageRolls.qlx9h0ocy33subnnt216}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qlx9h0ocy33subnnt216.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qlx9h0ocy33subnnt216.damageType} (same value: force)
                    [mk0m3fpp8ifltcwcftxt] : object {Bestiary 3.items.[].system.damageRolls.mk0m3fpp8ifltcwcftxt}
                        damage : string {Bestiary 3.items.[].system.damageRolls.mk0m3fpp8ifltcwcftxt.damage} (same value: 2d8+13)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.mk0m3fpp8ifltcwcftxt.damageType} (same value: bludgeoning)
                    [pi2a7yev6aq01rhd9rro] : object {Bestiary 3.items.[].system.damageRolls.pi2a7yev6aq01rhd9rro}
                        damage : string {Bestiary 3.items.[].system.damageRolls.pi2a7yev6aq01rhd9rro.damage} (same value: 1d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.pi2a7yev6aq01rhd9rro.damageType} (same value: force)
                    [llj0j3fn07o0bcdc6ern] : object {Bestiary 3.items.[].system.damageRolls.llj0j3fn07o0bcdc6ern}
                        damage : string {Bestiary 3.items.[].system.damageRolls.llj0j3fn07o0bcdc6ern.damage} (same value: 4d8+20)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.llj0j3fn07o0bcdc6ern.damageType} (same value: bludgeoning)
                    [wfzqongy0qb4jngvti4k] : object {Bestiary 3.items.[].system.damageRolls.wfzqongy0qb4jngvti4k}
                        damage : string {Bestiary 3.items.[].system.damageRolls.wfzqongy0qb4jngvti4k.damage} (same value: 3d6+13)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.wfzqongy0qb4jngvti4k.damageType} (same value: slashing)
                    [6rkyojic26mn8txdvql3] : object {Bestiary 3.items.[].system.damageRolls.6rkyojic26mn8txdvql3}
                        damage : string {Bestiary 3.items.[].system.damageRolls.6rkyojic26mn8txdvql3.damage} (same value: 3d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.6rkyojic26mn8txdvql3.damageType} (same value: electricity)
                    [o5osapabtq8jcc9rlo8z] : object {Bestiary 3.items.[].system.damageRolls.o5osapabtq8jcc9rlo8z}
                        damage : string {Bestiary 3.items.[].system.damageRolls.o5osapabtq8jcc9rlo8z.damage} (same value: 10d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.o5osapabtq8jcc9rlo8z.damageType} (same value: force)
                    [c8wb7ga60gfabcch9jq8] : object {Bestiary 3.items.[].system.damageRolls.c8wb7ga60gfabcch9jq8}
                        damage : string {Bestiary 3.items.[].system.damageRolls.c8wb7ga60gfabcch9jq8.damage} (same value: 2d8+13)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.c8wb7ga60gfabcch9jq8.damageType} (same value: piercing)
                    [qwt0acuu6vpni2gnrtot] : object {Bestiary 3.items.[].system.damageRolls.qwt0acuu6vpni2gnrtot}
                        damage : string {Bestiary 3.items.[].system.damageRolls.qwt0acuu6vpni2gnrtot.damage} (same value: 3d10+16)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.qwt0acuu6vpni2gnrtot.damageType} (same value: piercing)
                    [34kw34o84zg492jxw6nt] : object {Bestiary 3.items.[].system.damageRolls.34kw34o84zg492jxw6nt}
                        damage : string {Bestiary 3.items.[].system.damageRolls.34kw34o84zg492jxw6nt.damage} (same value: 1d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.34kw34o84zg492jxw6nt.damageType} (same value: electricity)
                    [54mrmhvfugd8pmf1jdv2] : object {Bestiary 3.items.[].system.damageRolls.54mrmhvfugd8pmf1jdv2}
                        damage : string {Bestiary 3.items.[].system.damageRolls.54mrmhvfugd8pmf1jdv2.damage} (same value: 1d12)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.54mrmhvfugd8pmf1jdv2.damageType} (same value: electricity)
                    [tk48tvvq4l7m3s62mmhu] : object {Bestiary 3.items.[].system.damageRolls.tk48tvvq4l7m3s62mmhu}
                        damage : string {Bestiary 3.items.[].system.damageRolls.tk48tvvq4l7m3s62mmhu.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.tk48tvvq4l7m3s62mmhu.damageType} (same value: spirit)
                    [yrhh43blaq9kjtqhcxla] : object {Bestiary 3.items.[].system.damageRolls.yrhh43blaq9kjtqhcxla}
                        damage : string {Bestiary 3.items.[].system.damageRolls.yrhh43blaq9kjtqhcxla.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.yrhh43blaq9kjtqhcxla.damageType} (same value: spirit)
                    [8wu53v250mtw3o5sq7ie] : object {Bestiary 3.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie}
                        damage : string {Bestiary 3.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie.damage} (same value: 1d4)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.8wu53v250mtw3o5sq7ie.damageType} (same value: spirit)
                    [4dqczvp8tr2djyih7lkw] : object {Bestiary 3.items.[].system.damageRolls.4dqczvp8tr2djyih7lkw}
                        damage : string {Bestiary 3.items.[].system.damageRolls.4dqczvp8tr2djyih7lkw.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.4dqczvp8tr2djyih7lkw.damageType} (same value: cold)
                    [tmmfdu8em9eeqdhssfor] : object {Bestiary 3.items.[].system.damageRolls.tmmfdu8em9eeqdhssfor}
                        damage : string {Bestiary 3.items.[].system.damageRolls.tmmfdu8em9eeqdhssfor.damage} (same value: 1d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.tmmfdu8em9eeqdhssfor.damageType} (same value: cold)
                    [2ctip8gjcfosidxgr09g] : object {Bestiary 3.items.[].system.damageRolls.2ctip8gjcfosidxgr09g}
                        damage : string {Bestiary 3.items.[].system.damageRolls.2ctip8gjcfosidxgr09g.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.2ctip8gjcfosidxgr09g.damageType} (same value: spirit)
                    [b6xprn81aerbk960ia5q] : object {Bestiary 3.items.[].system.damageRolls.b6xprn81aerbk960ia5q}
                        damage : string {Bestiary 3.items.[].system.damageRolls.b6xprn81aerbk960ia5q.damage} (same value: 2d6)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.b6xprn81aerbk960ia5q.damageType} (same value: spirit)
                    [lvl05qe7j98xynn1v0cw] : object {Bestiary 3.items.[].system.damageRolls.lvl05qe7j98xynn1v0cw}
                        damage : string {Bestiary 3.items.[].system.damageRolls.lvl05qe7j98xynn1v0cw.damage} (same value: 2d8)
                        damageType : string {Bestiary 3.items.[].system.damageRolls.lvl05qe7j98xynn1v0cw.damageType} (same value: fire)
                [weaponType] : object {Bestiary 3.items.[].system.weaponType}
                    value : string {Bestiary 3.items.[].system.weaponType.value} (2 different values)
                        melee (x521)
                        ranged (x118)
                [actionType] : object {Bestiary 3.items.[].system.actionType}
                    value : string {Bestiary 3.items.[].system.actionType.value} (4 different values)
                        passive (x1073)
                        reaction (x147)
                        action (x637)
                        free (x33)
                [actions] : object {Bestiary 3.items.[].system.actions}
                    [value] : integer {Bestiary 3.items.[].system.actions.value} (3 different values)
                        1 (x390)
                        2 (x216)
                        3 (x31)
                [category] : string {Bestiary 3.items.[].system.category} (14 different values)
                    interaction (x349)
                    defensive (x607)
                    offensive (x934)
                    martial (x66)
                    simple (x30)
                    ammo (x15)
                    medium (x14)
                    light (x9)
                    heavy (x3)
                    potion (x4)
                    wand (x1)
                    unarmored (x1)
                    scroll (x4)
                    unarmed (x1)
                [mod] : object {Bestiary 3.items.[].system.mod}
                    value : integer {Bestiary 3.items.[].system.mod.value} (29 different values)
                [proficient] : object {Bestiary 3.items.[].system.proficient}
                    value : integer {Bestiary 3.items.[].system.proficient.value} (same value: 0)
                [ritual] : object {Bestiary 3.items.[].system.ritual}
                    primary : object {Bestiary 3.items.[].system.ritual.primary}
                        check : string {Bestiary 3.items.[].system.ritual.primary.check} (14 different values)
                            Religion (expert; you must be a demon) (x1)
                            Religion (expert; you must be a div) (x3)
                            Nature (master) (x17)
                            Occultism (expert) (x1)
                            Arcana (expert), Occultism (expert), or Religion (expert) (x8)
                            Arcana (master) or Occultism (master) (x1)
                            Religion (expert) (x3)
                            Religion (expert; you must be a devil) (x3)
                            Occultism (master) (x2)
                            Occultism (master) or Religion (master) (x1)
                            Arcana (legendary) or Occultism (legendary) (x3)
                            Nature (expert) (x5)
                            Nature or Religion (expert) (x3)
                            Religion (x3)
                    secondary : object {Bestiary 3.items.[].system.ritual.secondary}
                        casters : integer {Bestiary 3.items.[].system.ritual.secondary.casters} (6 different values)
                            0 (x19)
                            1 (x26)
                            2 (x5)
                            6 (x2)
                            3 (x1)
                            4 (x1)
                        checks : string {Bestiary 3.items.[].system.ritual.secondary.checks} (16 different values)
                             (x13)
                            Survival (x9)
                            Society or Legal Lore (x1)
                            Performance, Society (x2)
                            Occultism or Religion (whichever is used for the primary check) (x1)
                            Religion (x5)
                            Crafting, Society (x2)
                            Society (x1)
                            Nature (x5)
                            Farming Lore or Survival (x5)
                            Lore (any), Society, Survival (x1)
                            Crafting, Diplomacy, Survival (x1)
                            Nature or Religion (whichever is used for the primary check) (x3)
                            Crafting, Performance (x3)
                            Diplomacy (x1)
                            Medicine, Society (x1)
                [baseItem] : string {Bestiary 3.items.[].system.baseItem} (52 different values)
                [bonusDamage] : object {Bestiary 3.items.[].system.bonusDamage}
                    value : integer {Bestiary 3.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {Bestiary 3.items.[].system.bulk}
                    value : mixed
                        float {Bestiary 3.items.[].system.bulk.value} (same value: 0,1)
                        integer {Bestiary 3.items.[].system.bulk.value} (4 different values)
                            1 (x51)
                            2 (x43)
                            0 (x26)
                            4 (x3)
                [containerId] : mixed
                [equipped] : object {Bestiary 3.items.[].system.equipped}
                    carryType : string {Bestiary 3.items.[].system.equipped.carryType} (2 different values)
                        worn (x88)
                        held (x89)
                    [handsHeld] : integer {Bestiary 3.items.[].system.equipped.handsHeld} (3 different values)
                        0 (x72)
                        1 (x65)
                        2 (x24)
                    [invested] : mixed
                    [inSlot] : boolean {Bestiary 3.items.[].system.equipped.inSlot} (2 different values)
                        False (x3)
                        True (x25)
                [group] : string {Bestiary 3.items.[].system.group} (20 different values)
                    knife (x15)
                    spear (x9)
                    sword (x20)
                    crossbow (x2)
                    bow (x16)
                    plate (x10)
                    hammer (x3)
                    composite (x2)
                    club (x9)
                    dart (x6)
                    leather (x13)
                    axe (x4)
                    polearm (x5)
                    chain (x1)
                    pick (x1)
                    cloth (x1)
                    sling (x2)
                    flail (x3)
                    brawling (x1)
                    shield (x1)
                [hardness] : integer {Bestiary 3.items.[].system.hardness} (3 different values)
                    0 (x171)
                    3 (x3)
                    5 (x3)
                [hp] : object {Bestiary 3.items.[].system.hp}
                    max : integer {Bestiary 3.items.[].system.hp.max} (4 different values)
                        0 (x171)
                        12 (x2)
                        20 (x3)
                        6 (x1)
                    value : integer {Bestiary 3.items.[].system.hp.value} (4 different values)
                        0 (x171)
                        20 (x4)
                        12 (x1)
                        6 (x1)
                [material] : object {Bestiary 3.items.[].system.material}
                    [grade] : string {Bestiary 3.items.[].system.material.grade} (2 different values)
                        standard (x1)
                        high (x1)
                    [type] : string {Bestiary 3.items.[].system.material.type} (2 different values)
                        duskwood (x1)
                        cold-iron (x1)
                [price] : object {Bestiary 3.items.[].system.price}
                    value : object {Bestiary 3.items.[].system.price.value}
                        [sp] : integer {Bestiary 3.items.[].system.price.value.sp} (8 different values)
                            6 (x6)
                            1 (x22)
                            9 (x5)
                            2 (x10)
                            3 (x1)
                            5 (x3)
                            4 (x2)
                            8 (x2)
                        [gp] : integer {Bestiary 3.items.[].system.price.value.gp} (14 different values)
                            3 (x14)
                            14 (x4)
                            4 (x5)
                            8 (x7)
                            1 (x19)
                            6 (x3)
                            20 (x6)
                            2 (x27)
                            30 (x3)
                            160 (x1)
                            50 (x1)
                            70 (x4)
                            35 (x1)
                            300 (x1)
                        [cp] : integer {Bestiary 3.items.[].system.price.value.cp} (2 different values)
                            1 (x5)
                            5 (x1)
                    [per] : integer {Bestiary 3.items.[].system.price.per} (same value: 10)
                [quantity] : integer {Bestiary 3.items.[].system.quantity} (11 different values)
                    4 (x2)
                    2 (x8)
                    1 (x140)
                    10 (x6)
                    20 (x8)
                    50 (x1)
                    5 (x6)
                    40 (x1)
                    6 (x1)
                    100 (x1)
                    3 (x3)
                [reload] : object {Bestiary 3.items.[].system.reload}
                    value : string {Bestiary 3.items.[].system.reload.value} (4 different values)
                         (x52)
                        - (x22)
                        1 (x5)
                        0 (x18)
                [runes] : object {Bestiary 3.items.[].system.runes}
                    [potency] : integer {Bestiary 3.items.[].system.runes.potency} (4 different values)
                        0 (x84)
                        1 (x30)
                        3 (x4)
                        2 (x6)
                    [property] : array<string> {Bestiary 3.items.[].system.runes.property}
                        Length: min=0 max=1
                        Value type: string {Bestiary 3.items.[].system.runes.property.[]} (4 different values)
                            glamered (x1)
                            returning (x2)
                            ghostTouch (x1)
                            disrupting (x1)
                    [striking] : integer {Bestiary 3.items.[].system.runes.striking} (4 different values)
                        0 (x70)
                        1 (x22)
                        3 (x1)
                        2 (x4)
                    [resilient] : integer {Bestiary 3.items.[].system.runes.resilient} (3 different values)
                        0 (x22)
                        1 (x3)
                        2 (x2)
                    [reinforcing] : integer {Bestiary 3.items.[].system.runes.reinforcing} (same value: 0)
                [size] : string {Bestiary 3.items.[].system.size} (5 different values)
                    med (x152)
                    lg (x17)
                    grg (x6)
                    tiny (x1)
                    huge (x1)
                [splashDamage] : object {Bestiary 3.items.[].system.splashDamage}
                    [value] : integer {Bestiary 3.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {Bestiary 3.items.[].system.usage}
                    value : string {Bestiary 3.items.[].system.usage.value} (6 different values)
                        held-in-one-hand (x96)
                        held-in-one-plus-hands (x16)
                        held-in-two-hands (x27)
                        wornshoes (x1)
                        worn (x2)
                        worngloves (x1)
                [frequency] : object {Bestiary 3.items.[].system.frequency}
                    max : integer {Bestiary 3.items.[].system.frequency.max} (2 different values)
                        1 (x74)
                        2 (x1)
                    per : string {Bestiary 3.items.[].system.frequency.per} (8 different values)
                        day (x30)
                        PT10M (x6)
                        PT1H (x15)
                        turn (x1)
                        round (x18)
                        P1M (x1)
                        PT1M (x3)
                        P1Y (x1)
                    [value] : integer {Bestiary 3.items.[].system.frequency.value} (2 different values)
                        1 (x54)
                        2 (x1)
                [deathNote] : boolean {Bestiary 3.items.[].system.deathNote} (same value: True)
                [stackGroup] : string {Bestiary 3.items.[].system.stackGroup} (4 different values)
                    bolts (x2)
                    arrows (x10)
                    slingBullets (x2)
                    blowgunDarts (x1)
                [uses] : object {Bestiary 3.items.[].system.uses}
                    autoDestroy : boolean {Bestiary 3.items.[].system.uses.autoDestroy} (2 different values)
                        True (x23)
                        False (x1)
                    max : integer {Bestiary 3.items.[].system.uses.max} (same value: 1)
                    value : integer {Bestiary 3.items.[].system.uses.value} (same value: 1)
                [acBonus] : integer {Bestiary 3.items.[].system.acBonus} (6 different values)
                    4 (x8)
                    3 (x6)
                    2 (x7)
                    6 (x3)
                    1 (x8)
                    0 (x1)
                [checkPenalty] : integer {Bestiary 3.items.[].system.checkPenalty} (4 different values)
                    -2 (x14)
                    -1 (x9)
                    -3 (x3)
                    0 (x1)
                [dexCap] : integer {Bestiary 3.items.[].system.dexCap} (6 different values)
                    1 (x8)
                    2 (x6)
                    3 (x2)
                    0 (x3)
                    4 (x7)
                    5 (x1)
                [speedPenalty] : integer {Bestiary 3.items.[].system.speedPenalty} (3 different values)
                    -5 (x14)
                    0 (x16)
                    -10 (x3)
                [strength] : integer {Bestiary 3.items.[].system.strength} (5 different values)
                    3 (x8)
                    2 (x6)
                    1 (x2)
                    4 (x3)
                    0 (x7)
                [overlays] : object {Bestiary 3.items.[].system.overlays}
                    [4gyp3qlsv5ywdyjq] : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq}
                        _id : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
                        name : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
                        overlayType : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
                        system : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
                            damage : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
                                    formula : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
                                    kinds : array<string> {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
                            [defense] : mixed
                            heightening : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
                                damage : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
                                    0 : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
                            range : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
                            target : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
                                value : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
                            time : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
                            traits : object {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
                                value : array<string> {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {Bestiary 3.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
                                        concentrate (x6)
                                        manipulate (x6)
                                        void (x6)
                    [pq7cxntbz4s8g5ik] : object {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik}
                        _id : string {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
                        overlayType : string {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
                        system : object {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
                            range : object {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
                            time : object {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
                    [rvhoa43rqqqp8izn] : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn}
                        _id : string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
                        overlayType : string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
                        system : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system}
                            area : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
                                type : string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
                                value : integer {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
                            range : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
                            target : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
                                value : string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
                            time : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
                            traits : object {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
                                value : array<string> {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {Bestiary 3.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
                                        concentrate (x6)
                                        manipulate (x6)
                                        void (x6)
                    [z04svm1cvfcxtplb] : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb}
                        _id : string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
                        name : string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
                        overlayType : string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
                        system : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system}
                            damage : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
                                    kinds : array<string> {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
                            range : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
                            target : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
                                value : string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
                            time : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
                            traits : object {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
                                value : array<string> {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
                                    Length: min=3 max=3
                                    Value type: string {Bestiary 3.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
                                        concentrate (x6)
                                        manipulate (x6)
                                        void (x6)
                    [37gy7l19tik74o4s] : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s}
                        _id : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s._id} (same value: 37gy7l19tik74o4s)
                        name : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.name} (same value: Heal (vs. Living))
                        overlayType : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.sort} (same value: 2)
                        system : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system}
                            damage : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0}
                                    formula : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.formula} (same value: 1d8+8)
                                    kinds : array<string> {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.damage.0.kinds.[]} (same value: healing)
                            [defense] : mixed
                            heightening : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.heightening}
                                damage : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage}
                                    0 : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.heightening.damage.0} (same value: 1d8+8)
                            range : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.range.value} (same value: 30 feet)
                            time : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.time.value} (same value: 2)
                            traits : object {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.traits}
                                value : array<string> {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value}
                                    Length: min=4 max=4
                                    Value type: string {Bestiary 3.items.[].system.overlays.37gy7l19tik74o4s.system.traits.value.[]} (4 different values)
                                        concentrate (x25)
                                        healing (x25)
                                        manipulate (x25)
                                        vitality (x25)
                    [7qdtetowq348s9oc] : object {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc}
                        _id : string {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc._id} (same value: 7qdtetowq348s9oc)
                        overlayType : string {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.sort} (same value: 1)
                        system : object {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.system}
                            range : object {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.system.range.value} (same value: touch)
                            time : object {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.7qdtetowq348s9oc.system.time.value} (same value: 1)
                    [7vbvdrv2cl87sqta] : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta}
                        _id : string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta._id} (same value: 7vbvdrv2cl87sqta)
                        overlayType : string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.sort} (same value: 4)
                        system : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system}
                            area : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.area}
                                type : string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.type} (same value: emanation)
                                value : integer {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.area.value} (same value: 30)
                            range : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.range.value} (same value: )
                            target : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.target}
                                value : string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.target.value} (same value: all living and undead creatures)
                            time : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.time.value} (same value: 3)
                            traits : object {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits}
                                value : array<string> {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value}
                                    Length: min=4 max=4
                                    Value type: string {Bestiary 3.items.[].system.overlays.7vbvdrv2cl87sqta.system.traits.value.[]} (4 different values)
                                        concentrate (x25)
                                        healing (x25)
                                        manipulate (x25)
                                        vitality (x25)
                    [lfxcoz2d3f8j2zq1] : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1}
                        _id : string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1._id} (same value: lfxcoz2d3f8j2zq1)
                        name : string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.name} (same value: Heal (vs. Undead))
                        overlayType : string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.sort} (same value: 3)
                        system : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system}
                            damage : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0}
                                    kinds : array<string> {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.damage.0.kinds.[]} (same value: damage)
                            range : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range}
                                value : string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.range.value} (same value: 30 feet)
                            target : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target}
                                value : string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.target.value} (same value: 1 undead)
                            time : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time}
                                value : string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.time.value} (same value: 2)
                            traits : object {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits}
                                value : array<string> {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value}
                                    Length: min=4 max=4
                                    Value type: string {Bestiary 3.items.[].system.overlays.lfxcoz2d3f8j2zq1.system.traits.value.[]} (4 different values)
                                        concentrate (x25)
                                        healing (x25)
                                        manipulate (x25)
                                        vitality (x25)
                    [2I469pfbYcmFvzOA] : object {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA}
                        _id : string {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
                        name : string {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
                        overlayType : string {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
                        system : object {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.system}
                            damage : object {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
                                    [category] : mixed
                                    type : string {Bestiary 3.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
                    [cUFX7ExSLeoa3vIF] : object {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF}
                        _id : string {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
                        name : string {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
                        overlayType : string {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
                        system : object {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
                            damage : object {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
                                    [category] : mixed
                                    type : string {Bestiary 3.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
                    [zFWsMjoeCnLxqJaV] : object {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV}
                        _id : string {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
                        name : string {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
                        overlayType : string {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
                        system : object {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
                            damage : object {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
                                0 : object {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
                                    [category] : mixed
                                    type : string {Bestiary 3.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
                    [a33QUFoKgoOprovO] : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO}
                        name : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.name} (same value: Lay on Hands (Vs. Undead))
                        overlayType : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.sort} (same value: 2)
                        system : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system}
                            damage : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage}
                                37YW4ZGhxx7Y2mdI : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI}
                                    applyMod : boolean {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI.formula} (same value: 1d6)
                                    kinds : array<string> {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI.kinds.[]} (same value: damage)
                                    materials : array<> {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.damage.37YW4ZGhxx7Y2mdI.type} (same value: vitality)
                            defense : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.defense}
                                save : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.defense.save}
                                    basic : boolean {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.defense.save.basic} (same value: True)
                                    statistic : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.defense.save.statistic} (same value: fortitude)
                            heightening : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.heightening}
                                damage : object {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.heightening.damage}
                                    37YW4ZGhxx7Y2mdI : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.heightening.damage.37YW4ZGhxx7Y2mdI} (same value: 1d6)
                                interval : integer {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.heightening.interval} (same value: 1)
                                type : string {Bestiary 3.items.[].system.overlays.a33QUFoKgoOprovO.system.heightening.type} (same value: interval)
                    [uLuOg62dVyxvbW66] : object {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66}
                        name : string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.name} (same value: Lay on Hands (Healing))
                        overlayType : string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.overlayType} (same value: override)
                        sort : integer {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.sort} (same value: 1)
                        system : object {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system}
                            damage : object {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage}
                                b39tbePoPlJSzLku : object {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku}
                                    applyMod : boolean {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku.applyMod} (same value: False)
                                    [category] : mixed
                                    formula : string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku.formula} (same value: 6)
                                    kinds : array<string> {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku.kinds}
                                        Length: min=1 max=1
                                        Value type: string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku.kinds.[]} (same value: healing)
                                    materials : array<> {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku.materials}
                                        Length: min=0 max=0
                                        Value type: mixed
                                    type : string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.damage.b39tbePoPlJSzLku.type} (same value: vitality)
                            heightening : object {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.heightening}
                                damage : object {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.heightening.damage}
                                    b39tbePoPlJSzLku : string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.heightening.damage.b39tbePoPlJSzLku} (same value: 6)
                                interval : integer {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.heightening.interval} (same value: 1)
                                type : string {Bestiary 3.items.[].system.overlays.uLuOg62dVyxvbW66.system.heightening.type} (same value: interval)
                [overrides] : array<> {Bestiary 3.items.[].system.overrides}
                    Length: min=0 max=0
                    Value type: mixed
                [references] : object {Bestiary 3.items.[].system.references}
                    children : array<> {Bestiary 3.items.[].system.references.children}
                        Length: min=0 max=0
                        Value type: mixed
                    immunityFrom : array<> {Bestiary 3.items.[].system.references.immunityFrom}
                        Length: min=0 max=0
                        Value type: mixed
                    overriddenBy : array<> {Bestiary 3.items.[].system.references.overriddenBy}
                        Length: min=0 max=0
                        Value type: mixed
                    overrides : array<> {Bestiary 3.items.[].system.references.overrides}
                        Length: min=0 max=0
                        Value type: mixed
                [value] : object {Bestiary 3.items.[].system.value}
                    isValued : boolean {Bestiary 3.items.[].system.value.isValued} (2 different values)
                        False (x2)
                        True (x3)
                    [value] : integer {Bestiary 3.items.[].system.value.value} (same value: 1)
                [selfEffect] : object {Bestiary 3.items.[].system.selfEffect}
                    name : string {Bestiary 3.items.[].system.selfEffect.name} (same value: Effect: Challenge Foe)
                    uuid : string {Bestiary 3.items.[].system.selfEffect.uuid} (same value: Compendium.pf2e.bestiary-effects.Item.Effect: Challenge Foe)
                [start] : object {Bestiary 3.items.[].system.start}
                    [initiative] : mixed
                    value : integer {Bestiary 3.items.[].system.start.value} (same value: 126)
                [tokenIcon] : object {Bestiary 3.items.[].system.tokenIcon}
                    show : boolean {Bestiary 3.items.[].system.tokenIcon.show} (same value: True)
                [spell] : object {Bestiary 3.items.[].system.spell}
                    _id : string {Bestiary 3.items.[].system.spell._id} (4 different values)
                        LiGbewa9pO0yjbsY (x1)
                        A2JfEKe6BZcTG1S8 (x1)
                        HqNddOMniyCb7NcE (x1)
                        hUFGYbq2ijvNQSua (x1)
                    flags : object {Bestiary 3.items.[].system.spell.flags}
                        core : object {Bestiary 3.items.[].system.spell.flags.core}
                            sourceId : string {Bestiary 3.items.[].system.spell.flags.core.sourceId} (3 different values)
                                Compendium.pf2e.spells-srd.Item.LiGbewa9pO0yjbsY (x1)
                                Compendium.pf2e.spells-srd.Item.A2JfEKe6BZcTG1S8 (x2)
                                Compendium.pf2e.spells-srd.Item.ksLCg62cLOojw3gN (x1)
                    img : string {Bestiary 3.items.[].system.spell.img} (3 different values)
                        systems/pf2e/icons/spells/confusion.webp (x1)
                        icons/creatures/mammals/bats-movement-flying-black.webp (x2)
                        icons/equipment/shield/heater-steel-segmented-purple.webp (x1)
                    name : string {Bestiary 3.items.[].system.spell.name} (3 different values)
                        Confusion (x1)
                        Fly (x2)
                        Dimensional Anchor (x1)
                    sort : integer {Bestiary 3.items.[].system.spell.sort} (same value: 0)
                    system : object {Bestiary 3.items.[].system.spell.system}
                        [area] : mixed
                        cost : object {Bestiary 3.items.[].system.spell.system.cost}
                            value : string {Bestiary 3.items.[].system.spell.system.cost.value} (same value: )
                        counteraction : boolean {Bestiary 3.items.[].system.spell.system.counteraction} (same value: False)
                        damage : object {Bestiary 3.items.[].system.spell.system.damage}
                        [defense] : object {Bestiary 3.items.[].system.spell.system.defense}
                            save : object {Bestiary 3.items.[].system.spell.system.defense.save}
                                basic : boolean {Bestiary 3.items.[].system.spell.system.defense.save.basic} (same value: False)
                                statistic : string {Bestiary 3.items.[].system.spell.system.defense.save.statistic} (same value: will)
                        description : object {Bestiary 3.items.[].system.spell.system.description}
                            value : string {Bestiary 3.items.[].system.spell.system.description.value} (3 different values)
                                <p>You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.</p>
                            <hr />
                            <p><strong>Critical Success</strong> The target is unaffected.</p>
                            <p><strong>Success</strong> The target babbles incoherently and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.</p>
                            <p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.</p>
                            <p><strong>Critical Failure</strong> The target is Confused for 1 minute, with no save to end early.</p>
                            <hr />
                            <p><strong>Heightened (8th)</strong> You can target up to 10 creatures.</p> (x1)
                                <p>The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.</p>
                            <hr />
                            <p><strong>Heightened (7th)</strong> The duration increases to 1 hour.</p> (x2)
                                <p>You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save.</p>
                            <hr /><p><strong>Critical Success</strong> The target is unaffected.</p>
                            <p><strong>Success</strong> The effect's duration is 1 minute.</p>
                            <p><strong>Failure</strong> The effect's duration is 10 minutes.</p>
                            <p><strong>Critical Failure</strong> The effect's duration is 1 hour.</p> (x1)
                        duration : object {Bestiary 3.items.[].system.spell.system.duration}
                            sustained : boolean {Bestiary 3.items.[].system.spell.system.duration.sustained} (same value: False)
                            value : string {Bestiary 3.items.[].system.spell.system.duration.value} (3 different values)
                                1 minute (x1)
                                5 minutes (x2)
                                varies (x1)
                        [heightening] : object {Bestiary 3.items.[].system.spell.system.heightening}
                            levels : object {Bestiary 3.items.[].system.spell.system.heightening.levels}
                                8 : object {Bestiary 3.items.[].system.spell.system.heightening.levels.8}
                                    target : object {Bestiary 3.items.[].system.spell.system.heightening.levels.8.target}
                                        value : string {Bestiary 3.items.[].system.spell.system.heightening.levels.8.target.value} (same value: 10 creatures)
                            type : string {Bestiary 3.items.[].system.spell.system.heightening.type} (same value: fixed)
                        level : object {Bestiary 3.items.[].system.spell.system.level}
                            value : integer {Bestiary 3.items.[].system.spell.system.level.value} (same value: 4)
                        location : object {Bestiary 3.items.[].system.spell.system.location}
                            heightenedLevel : integer {Bestiary 3.items.[].system.spell.system.location.heightenedLevel} (same value: 4)
                            value : string {Bestiary 3.items.[].system.spell.system.location.value} (same value: )
                        publication : object {Bestiary 3.items.[].system.spell.system.publication}
                            license : string {Bestiary 3.items.[].system.spell.system.publication.license} (same value: OGL)
                            remaster : boolean {Bestiary 3.items.[].system.spell.system.publication.remaster} (same value: False)
                            title : string {Bestiary 3.items.[].system.spell.system.publication.title} (same value: Pathfinder Core Rulebook)
                        range : object {Bestiary 3.items.[].system.spell.system.range}
                            value : string {Bestiary 3.items.[].system.spell.system.range.value} (2 different values)
                                30 feet (x2)
                                touch (x2)
                        requirements : string {Bestiary 3.items.[].system.spell.system.requirements} (same value: )
                        rules : ###FoundryRulesObject###
                        slug : string {Bestiary 3.items.[].system.spell.system.slug} (3 different values)
                            confusion (x1)
                            fly (x2)
                            dimensional-anchor (x1)
                        target : object {Bestiary 3.items.[].system.spell.system.target}
                            value : string {Bestiary 3.items.[].system.spell.system.target.value} (same value: 1 creature)
                        time : object {Bestiary 3.items.[].system.spell.system.time}
                            value : string {Bestiary 3.items.[].system.spell.system.time.value} (same value: 2)
                        traits : object {Bestiary 3.items.[].system.spell.system.traits}
                            rarity : string {Bestiary 3.items.[].system.spell.system.traits.rarity} (same value: common)
                            traditions : array<string> {Bestiary 3.items.[].system.spell.system.traits.traditions}
                                Length: min=2 max=3
                                Value type: string {Bestiary 3.items.[].system.spell.system.traits.traditions.[]} (4 different values)
                                    arcane (x4)
                                    occult (x4)
                                    primal (x2)
                                    divine (x1)
                            value : array<string> {Bestiary 3.items.[].system.spell.system.traits.value}
                                Length: min=2 max=4
                                Value type: string {Bestiary 3.items.[].system.spell.system.traits.value.[]} (4 different values)
                                    concentrate (x4)
                                    emotion (x1)
                                    manipulate (x4)
                                    mental (x1)
                    type : string {Bestiary 3.items.[].system.spell.type} (same value: spell)
            type : string {Bestiary 3.items.[].type} (13 different values)
                spellcastingEntry (x218)
                spell (x1679)
                melee (x639)
                action (x1890)
                lore (x68)
                weapon (x97)
                consumable (x24)
                armor (x27)
                equipment (x22)
                condition (x5)
                shield (x6)
                effect (x1)
                treasure (x1)
            [_stats] : object {Bestiary 3.items.[]._stats}
                compendiumSource : string {Bestiary 3.items.[]._stats.compendiumSource} (469 different values)
            [flags] : object {Bestiary 3.items.[].flags}
                pf2e : object {Bestiary 3.items.[].flags.pf2e}
                    linkedWeapon : string {Bestiary 3.items.[].flags.pf2e.linkedWeapon} (94 different values)
    name : string {Bestiary 3.name} (all different values)
    system : object {Bestiary 3.system}
        abilities : object {Bestiary 3.system.abilities}
            cha : object {Bestiary 3.system.abilities.cha}
                mod : integer {Bestiary 3.system.abilities.cha.mod} (17 different values)
                    4 (x42)
                    0 (x58)
                    8 (x10)
                    -1 (x14)
                    -4 (x12)
                    3 (x39)
                    1 (x31)
                    -5 (x14)
                    2 (x25)
                    5 (x28)
                    7 (x13)
                    -3 (x13)
                    6 (x23)
                    9 (x11)
                    11 (x1)
                    -2 (x10)
                    10 (x3)
            con : object {Bestiary 3.system.abilities.con}
                mod : integer {Bestiary 3.system.abilities.con.mod} (13 different values)
                    0 (x26)
                    3 (x67)
                    5 (x51)
                    4 (x76)
                    1 (x30)
                    2 (x38)
                    8 (x12)
                    6 (x26)
                    9 (x4)
                    10 (x2)
                    7 (x13)
                    11 (x1)
                    12 (x1)
            dex : object {Bestiary 3.system.abilities.dex}
                mod : integer {Bestiary 3.system.abilities.dex.mod} (15 different values)
                    4 (x99)
                    1 (x17)
                    2 (x40)
                    6 (x30)
                    3 (x75)
                    -2 (x2)
                    -1 (x2)
                    7 (x12)
                    5 (x46)
                    0 (x6)
                    8 (x8)
                    11 (x1)
                    9 (x6)
                    10 (x2)
                    -5 (x1)
            int : object {Bestiary 3.system.abilities.int}
                mod : integer {Bestiary 3.system.abilities.int.mod} (16 different values)
                    2 (x39)
                    -2 (x15)
                    5 (x22)
                    0 (x31)
                    1 (x37)
                    8 (x15)
                    -4 (x36)
                    3 (x32)
                    -1 (x16)
                    -5 (x56)
                    4 (x27)
                    6 (x6)
                    -3 (x4)
                    10 (x1)
                    9 (x2)
                    7 (x8)
            str : object {Bestiary 3.system.abilities.str}
                mod : integer {Bestiary 3.system.abilities.str.mod} (17 different values)
                    -5 (x10)
                    4 (x49)
                    6 (x42)
                    5 (x36)
                    3 (x33)
                    0 (x27)
                    2 (x34)
                    9 (x9)
                    7 (x34)
                    1 (x20)
                    -1 (x10)
                    -3 (x5)
                    11 (x1)
                    10 (x13)
                    8 (x19)
                    12 (x2)
                    -2 (x3)
            wis : object {Bestiary 3.system.abilities.wis}
                mod : integer {Bestiary 3.system.abilities.wis.mod} (13 different values)
                    2 (x85)
                    5 (x37)
                    4 (x46)
                    6 (x18)
                    0 (x24)
                    1 (x43)
                    7 (x15)
                    3 (x56)
                    8 (x12)
                    10 (x6)
                    9 (x2)
                    -1 (x2)
                    -2 (x1)
        attributes : object {Bestiary 3.system.attributes}
            ac : object {Bestiary 3.system.attributes.ac}
                details : string {Bestiary 3.system.attributes.ac.details} (16 different values)
                     (x317)
                    all-around vision (x11)
                    (35 when broken); construct armor (x1)
                    (26 when broken); construct armor (x1)
                    (12 when broken); construct armor (x1)
                    (32 when broken); construct armor (x1)
                    (27 without alien vestment) (x1)
                    +1 status vs. evil creatures (x1)
                    fed by metal (x6)
                    (21 with shield raised) (x1)
                    (10 from inside the Dimensional Pit) (x1)
                    (31 with guard raised) (x1)
                    (29 with shields raised) (x1)
                    (26 with shield raised) (x1)
                    (22 when broken); construct armor (x1)
                    (25 with shield raised) (x1)
                value : integer {Bestiary 3.system.attributes.ac.value} (37 different values)
            allSaves : object {Bestiary 3.system.attributes.allSaves}
                [value] : string {Bestiary 3.system.attributes.allSaves.value} (24 different values)
            hp : object {Bestiary 3.system.attributes.hp}
                details : string {Bestiary 3.system.attributes.hp.details} (23 different values)
                max : integer {Bestiary 3.system.attributes.hp.max} (116 different values)
                temp : integer {Bestiary 3.system.attributes.hp.temp} (same value: 0)
                value : integer {Bestiary 3.system.attributes.hp.value} (116 different values)
            [immunities] : array<object> {Bestiary 3.system.attributes.immunities}
                Length: min=0 max=13
                Value type: object {Bestiary 3.system.attributes.immunities.[]}
                    type : string {Bestiary 3.system.attributes.immunities.[].type} (36 different values)
            [resistances] : array<object> {Bestiary 3.system.attributes.resistances}
                Length: min=1 max=6
                Value type: object {Bestiary 3.system.attributes.resistances.[]}
                    [doubleVs] : array<string> {Bestiary 3.system.attributes.resistances.[].doubleVs}
                        Length: min=1 max=1
                        Value type: string {Bestiary 3.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
                    [exceptions] : array<string> {Bestiary 3.system.attributes.resistances.[].exceptions}
                        Length: min=1 max=4
                        Value type: string {Bestiary 3.system.attributes.resistances.[].exceptions.[]} (10 different values)
                            force (x8)
                            ghost-touch (x8)
                            vitality (x7)
                            adamantine (x4)
                            orichalcum (x3)
                            silver (x3)
                            bludgeoning (x2)
                            mental (x2)
                            piercing (x1)
                            magical (x2)
                    type : string {Bestiary 3.system.attributes.resistances.[].type} (19 different values)
                        all-damage (x8)
                        mental (x10)
                        bludgeoning (x24)
                        slashing (x36)
                        piercing (x38)
                        cold (x21)
                        electricity (x13)
                        fire (x19)
                        physical (x16)
                        acid (x5)
                        critical-hits (x1)
                        precision (x1)
                        void (x3)
                        poison (x5)
                        unholy (x1)
                        air (x1)
                        earth (x1)
                        plant (x1)
                        water (x1)
                    value : integer {Bestiary 3.system.attributes.resistances.[].value} (10 different values)
                        5 (x64)
                        15 (x22)
                        10 (x63)
                        4 (x6)
                        8 (x13)
                        2 (x7)
                        12 (x11)
                        3 (x9)
                        20 (x8)
                        6 (x2)
            speed : object {Bestiary 3.system.attributes.speed}
                otherSpeeds : array<object> {Bestiary 3.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=3
                    Value type: object {Bestiary 3.system.attributes.speed.otherSpeeds.[]}
                        type : string {Bestiary 3.system.attributes.speed.otherSpeeds.[].type} (4 different values)
                            fly (x116)
                            climb (x47)
                            swim (x49)
                            burrow (x25)
                        value : integer {Bestiary 3.system.attributes.speed.otherSpeeds.[].value} (20 different values)
                            40 (x42)
                            25 (x26)
                            30 (x38)
                            10 (x9)
                            15 (x15)
                            35 (x7)
                            20 (x31)
                            120 (x7)
                            90 (x6)
                            60 (x13)
                            100 (x8)
                            160 (x4)
                            5 (x1)
                            130 (x1)
                            50 (x10)
                            80 (x9)
                            140 (x4)
                            70 (x2)
                            150 (x2)
                            180 (x2)
                [value] : integer {Bestiary 3.system.attributes.speed.value} (15 different values)
                    0 (x27)
                    25 (x104)
                    40 (x44)
                    30 (x62)
                    50 (x16)
                    15 (x12)
                    20 (x36)
                    35 (x15)
                    10 (x9)
                    5 (x8)
                    80 (x1)
                    60 (x8)
                    45 (x2)
                    100 (x1)
                    120 (x1)
                [details] : string {Bestiary 3.system.attributes.speed.details} (19 different values)
                    air walk, water walk (x1)
                    air walk (x7)
                    woodland stride (x6)
                    earth glide (x1)
                    air walk, freedom of movement (x1)
                    trackless step (x1)
                    air walk, snowstep (x1)
                    climb on stone only (x2)
                    limited flight (x1)
                    swamp stride (x1)
                    air walk, troop movement (x1)
                    nimble stride (x1)
                    mountain stride (x1)
                    water walk (x6)
                    swift steps, tenebral form (x1)
                    troop movement (x3)
                    10 while waterlogged (x1)
                    ice climb only (x1)
                    ice stride (x1)
            [weaknesses] : array<object> {Bestiary 3.system.attributes.weaknesses}
                Length: min=1 max=4
                Value type: object {Bestiary 3.system.attributes.weaknesses.[]}
                    type : string {Bestiary 3.system.attributes.weaknesses.[].type} (23 different values)
                    value : integer {Bestiary 3.system.attributes.weaknesses.[].value} (10 different values)
                        5 (x69)
                        10 (x59)
                        3 (x18)
                        15 (x20)
                        4 (x11)
                        8 (x12)
                        2 (x15)
                        20 (x5)
                        12 (x7)
                        1 (x1)
            [hardness] : object {Bestiary 3.system.attributes.hardness}
                value : integer {Bestiary 3.system.attributes.hardness.value} (5 different values)
                    15 (x1)
                    10 (x1)
                    3 (x1)
                    14 (x1)
                    8 (x1)
            [adjustment] : mixed
        details : object {Bestiary 3.system.details}
            blurb : string {Bestiary 3.system.details.blurb} (same value: )
            languages : object {Bestiary 3.system.details.languages}
                details : string {Bestiary 3.system.details.languages.details} (42 different values)
                value : array<string> {Bestiary 3.system.details.languages.value}
                    Length: min=0 max=10
                    Value type: string {Bestiary 3.system.details.languages.value.[]} (50 different values)
            level : object {Bestiary 3.system.details.level}
                value : integer {Bestiary 3.system.details.level.value} (26 different values)
            privateNotes : string {Bestiary 3.system.details.privateNotes} (same value: )
            publicNotes : string {Bestiary 3.system.details.publicNotes} (309 different values)
            publication : object {Bestiary 3.system.details.publication}
                license : string {Bestiary 3.system.details.publication.license} (same value: OGL)
                remaster : boolean {Bestiary 3.system.details.publication.remaster} (same value: False)
                title : string {Bestiary 3.system.details.publication.title} (same value: Pathfinder Bestiary 3)
        initiative : object {Bestiary 3.system.initiative}
            statistic : string {Bestiary 3.system.initiative.statistic} (same value: perception)
        perception : object {Bestiary 3.system.perception}
            details : string {Bestiary 3.system.perception.details} (22 different values)
            mod : integer {Bestiary 3.system.perception.mod} (41 different values)
            senses : array<object> {Bestiary 3.system.perception.senses}
                Length: min=0 max=3
                Value type: object {Bestiary 3.system.perception.senses.[]}
                    type : string {Bestiary 3.system.perception.senses.[].type} (12 different values)
                        darkvision (x212)
                        lifesense (x8)
                        thoughtsense (x6)
                        low-light-vision (x70)
                        scent (x72)
                        greater-darkvision (x17)
                        tremorsense (x34)
                        echolocation (x7)
                        truesight (x15)
                        wavesense (x13)
                        see-invisibility (x3)
                        motion-sense (x1)
                    [acuity] : string {Bestiary 3.system.perception.senses.[].acuity} (2 different values)
                        precise (x34)
                        imprecise (x122)
                    [range] : integer {Bestiary 3.system.perception.senses.[].range} (10 different values)
                        60 (x94)
                        120 (x8)
                        30 (x39)
                        10 (x1)
                        40 (x4)
                        80 (x1)
                        100 (x3)
                        15 (x2)
                        20 (x3)
                        240 (x1)
            [vision] : boolean {Bestiary 3.system.perception.vision} (same value: False)
        resources : object {Bestiary 3.system.resources}
            [focus] : object {Bestiary 3.system.resources.focus}
                max : integer {Bestiary 3.system.resources.focus.max} (4 different values)
                    0 (x140)
                    1 (x33)
                    3 (x7)
                    2 (x2)
                value : integer {Bestiary 3.system.resources.focus.value} (4 different values)
                    0 (x140)
                    1 (x33)
                    3 (x7)
                    2 (x2)
        saves : object {Bestiary 3.system.saves}
            fortitude : object {Bestiary 3.system.saves.fortitude}
                saveDetail : string {Bestiary 3.system.saves.fortitude.saveDetail} (2 different values)
                     (x346)
                    (+8 vs. poisons) (x1)
                value : integer {Bestiary 3.system.saves.fortitude.value} (40 different values)
            reflex : object {Bestiary 3.system.saves.reflex}
                saveDetail : string {Bestiary 3.system.saves.reflex.saveDetail} (same value: )
                value : integer {Bestiary 3.system.saves.reflex.value} (38 different values)
            will : object {Bestiary 3.system.saves.will}
                saveDetail : string {Bestiary 3.system.saves.will.saveDetail} (same value: )
                value : integer {Bestiary 3.system.saves.will.value} (38 different values)
        [skills] : object {Bestiary 3.system.skills}
            [acrobatics] : object {Bestiary 3.system.skills.acrobatics}
                base : integer {Bestiary 3.system.skills.acrobatics.base} (35 different values)
                [special] : array<object> {Bestiary 3.system.skills.acrobatics.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.acrobatics.special.[]}
                        base : integer {Bestiary 3.system.skills.acrobatics.special.[].base} (4 different values)
                            10 (x2)
                            13 (x1)
                            8 (x2)
                            7 (x1)
                        label : string {Bestiary 3.system.skills.acrobatics.special.[].label} (2 different values)
                            to Escape (x4)
                            to Maneuver in Flight (x2)
                        predicate : array<string> {Bestiary 3.system.skills.acrobatics.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.system.skills.acrobatics.special.[].predicate.[]} (2 different values)
                                action:escape (x4)
                                action:maneuver-in-flight (x2)
            [intimidation] : object {Bestiary 3.system.skills.intimidation}
                base : integer {Bestiary 3.system.skills.intimidation.base} (35 different values)
                [special] : array<object> {Bestiary 3.system.skills.intimidation.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.intimidation.special.[]}
                        base : integer {Bestiary 3.system.skills.intimidation.special.[].base} (2 different values)
                            44 (x1)
                            10 (x1)
                        label : string {Bestiary 3.system.skills.intimidation.special.[].label} (2 different values)
                            vs. plants (x1)
                            to Demoralize with Threatening Lunge (x1)
                        predicate : array<string> {Bestiary 3.system.skills.intimidation.special.[].predicate}
                            Length: min=1 max=2
                            Value type: string {Bestiary 3.system.skills.intimidation.special.[].predicate.[]} (3 different values)
                                target:trait:plant (x1)
                                action:demoralize (x1)
                                threatening-lunge (x1)
            [religion] : object {Bestiary 3.system.skills.religion}
                base : integer {Bestiary 3.system.skills.religion.base} (31 different values)
            [stealth] : object {Bestiary 3.system.skills.stealth}
                base : integer {Bestiary 3.system.skills.stealth.base} (33 different values)
                [special] : array<object> {Bestiary 3.system.skills.stealth.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.stealth.special.[]}
                        base : integer {Bestiary 3.system.skills.stealth.special.[].base} (15 different values)
                            23 (x1)
                            18 (x1)
                            9 (x1)
                            25 (x3)
                            33 (x2)
                            22 (x2)
                            12 (x1)
                            13 (x1)
                            31 (x4)
                            21 (x1)
                            11 (x1)
                            7 (x1)
                            8 (x1)
                            15 (x6)
                            16 (x1)
                        label : string {Bestiary 3.system.skills.stealth.special.[].label} (11 different values)
                            in forests (x9)
                            within their bound home (x1)
                            in underwater vegetation (x1)
                            in Snow (x1)
                            in Oceans and Forests (x1)
                            to Hide or Sneak among inscriptions (x4)
                            in Swamps (x1)
                            to Hide and Sneak while in a tree (x1)
                            in Water (x1)
                            amid decaying plant matter or fungus (x6)
                            in mountains (x1)
                        predicate : array<string|object> {Bestiary 3.system.skills.stealth.special.[].predicate}
                            Length: min=1 max=2
                            Value type: mixed
                                string {Bestiary 3.system.skills.stealth.special.[].predicate.[]} (9 different values)
                                    terrain:forest (x9)
                                    bound-home (x1)
                                    terrain:underwater-vegetation (x1)
                                    terrain:snow (x1)
                                    terrain:inscription (x4)
                                    terrain:swamp (x1)
                                    terrain:tree (x1)
                                    terrain:water (x1)
                                    terrain:mountain (x1)
                                object {Bestiary 3.system.skills.stealth.special.[].predicate.[]}
                                    or : array<string> {Bestiary 3.system.skills.stealth.special.[].predicate.[].or}
                                        Length: min=2 max=2
                                        Value type: string {Bestiary 3.system.skills.stealth.special.[].predicate.[].or.[]} (6 different values)
                                            terrain:ocean (x1)
                                            terrain:forest (x1)
                                            action:hide (x5)
                                            action:sneak (x5)
                                            terrain:decaying-plants (x6)
                                            terrain:fungus (x6)
            [athletics] : object {Bestiary 3.system.skills.athletics}
                base : integer {Bestiary 3.system.skills.athletics.base} (42 different values)
                [special] : array<object> {Bestiary 3.system.skills.athletics.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.athletics.special.[]}
                        base : integer {Bestiary 3.system.skills.athletics.special.[].base} (8 different values)
                            10 (x2)
                            13 (x1)
                            17 (x1)
                            7 (x2)
                            9 (x2)
                            14 (x1)
                            4 (x1)
                            22 (x1)
                        label : string {Bestiary 3.system.skills.athletics.special.[].label} (6 different values)
                            to Swim (x2)
                            to Grapple (x3)
                            to Disarm, Grappe, or avoid being Disarmed (x1)
                            to High Jump or Long Jump (x2)
                            to Climb (x2)
                            to Long Jump (x1)
                        [predicate] : array<string|object> {Bestiary 3.system.skills.athletics.special.[].predicate}
                            Length: min=1 max=1
                            Value type: mixed
                                string {Bestiary 3.system.skills.athletics.special.[].predicate.[]} (4 different values)
                                    action:swim (x1)
                                    action:grapple (x3)
                                    action:climb (x2)
                                    action:long-jump (x1)
                                object {Bestiary 3.system.skills.athletics.special.[].predicate.[]}
                                    or : array<string> {Bestiary 3.system.skills.athletics.special.[].predicate.[].or}
                                        Length: min=2 max=3
                                        Value type: string {Bestiary 3.system.skills.athletics.special.[].predicate.[].or.[]} (5 different values)
                                            action:disarm (x1)
                                            action:grapple (x1)
                                            avoid-disarm (x1)
                                            action:high-jump (x2)
                                            action:long-jump (x2)
            [deception] : object {Bestiary 3.system.skills.deception}
                base : integer {Bestiary 3.system.skills.deception.base} (38 different values)
                [special] : array<object> {Bestiary 3.system.skills.deception.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.deception.special.[]}
                        base : integer {Bestiary 3.system.skills.deception.special.[].base} (3 different values)
                            17 (x1)
                            31 (x1)
                            18 (x1)
                        label : string {Bestiary 3.system.skills.deception.special.[].label} (2 different values)
                            to Impersonate a human version of themselves (x1)
                            to Impersonate (x2)
                        predicate : array<string> {Bestiary 3.system.skills.deception.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.system.skills.deception.special.[].predicate.[]} (same value: action:impersonate)
            [occultism] : object {Bestiary 3.system.skills.occultism}
                base : integer {Bestiary 3.system.skills.occultism.base} (28 different values)
            [performance] : object {Bestiary 3.system.skills.performance}
                base : integer {Bestiary 3.system.skills.performance.base} (18 different values)
                    15 (x2)
                    22 (x2)
                    27 (x1)
                    16 (x2)
                    7 (x3)
                    5 (x2)
                    11 (x1)
                    12 (x1)
                    35 (x1)
                    21 (x1)
                    24 (x1)
                    8 (x1)
                    29 (x1)
                    14 (x1)
                    33 (x1)
                    28 (x1)
                    25 (x1)
                    6 (x1)
                [special] : array<object> {Bestiary 3.system.skills.performance.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.performance.special.[]}
                        base : integer {Bestiary 3.system.skills.performance.special.[].base} (2 different values)
                            8 (x1)
                            6 (x1)
                        label : string {Bestiary 3.system.skills.performance.special.[].label} (2 different values)
                            for stringed instruments (x1)
                            for Oratory (x1)
                        predicate : array<string> {Bestiary 3.system.skills.performance.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.system.skills.performance.special.[].predicate.[]} (2 different values)
                                stringed-instruments (x1)
                                action:perform:oratory (x1)
            [survival] : object {Bestiary 3.system.skills.survival}
                base : integer {Bestiary 3.system.skills.survival.base} (34 different values)
            [arcana] : object {Bestiary 3.system.skills.arcana}
                base : integer {Bestiary 3.system.skills.arcana.base} (25 different values)
            [crafting] : object {Bestiary 3.system.skills.crafting}
                base : integer {Bestiary 3.system.skills.crafting.base} (18 different values)
                    7 (x1)
                    10 (x1)
                    13 (x1)
                    17 (x3)
                    43 (x1)
                    9 (x1)
                    30 (x6)
                    8 (x1)
                    16 (x1)
                    37 (x1)
                    5 (x5)
                    15 (x1)
                    22 (x3)
                    6 (x1)
                    28 (x1)
                    4 (x2)
                    41 (x1)
                    29 (x2)
                [special] : array<object> {Bestiary 3.system.skills.crafting.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.crafting.special.[]}
                        base : integer {Bestiary 3.system.skills.crafting.special.[].base} (4 different values)
                            17 (x1)
                            21 (x1)
                            7 (x1)
                            6 (x1)
                        label : string {Bestiary 3.system.skills.crafting.special.[].label} (4 different values)
                            to Craft jewelry (x1)
                            for paintings (x1)
                            traps (x1)
                            when using bone (x1)
                        predicate : array<string> {Bestiary 3.system.skills.crafting.special.[].predicate}
                            Length: min=1 max=2
                            Value type: string {Bestiary 3.system.skills.crafting.special.[].predicate.[]} (5 different values)
                                action:craft (x2)
                                jewelry (x1)
                                craft:painting (x1)
                                action:craft:trap (x1)
                                bone (x1)
            [society] : object {Bestiary 3.system.skills.society}
                base : integer {Bestiary 3.system.skills.society.base} (28 different values)
                [special] : array<object> {Bestiary 3.system.skills.society.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.society.special.[]}
                        base : integer {Bestiary 3.system.skills.society.special.[].base} (same value: 19)
                        label : string {Bestiary 3.system.skills.society.special.[].label} (same value: to Create Forgery)
                        predicate : array<string> {Bestiary 3.system.skills.society.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.system.skills.society.special.[].predicate.[]} (same value: action:create-forgery)
            [thievery] : object {Bestiary 3.system.skills.thievery}
                base : integer {Bestiary 3.system.skills.thievery.base} (9 different values)
                    8 (x3)
                    14 (x2)
                    7 (x4)
                    5 (x3)
                    25 (x1)
                    13 (x1)
                    16 (x1)
                    12 (x1)
                    9 (x1)
                [special] : array<object> {Bestiary 3.system.skills.thievery.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.thievery.special.[]}
                        base : integer {Bestiary 3.system.skills.thievery.special.[].base} (same value: 7)
                        label : string {Bestiary 3.system.skills.thievery.special.[].label} (same value: to Steal)
                        predicate : array<string> {Bestiary 3.system.skills.thievery.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.system.skills.thievery.special.[].predicate.[]} (same value: action:steal)
            [medicine] : object {Bestiary 3.system.skills.medicine}
                base : integer {Bestiary 3.system.skills.medicine.base} (16 different values)
                    5 (x1)
                    19 (x1)
                    17 (x2)
                    34 (x5)
                    18 (x1)
                    12 (x2)
                    25 (x2)
                    9 (x1)
                    16 (x1)
                    6 (x3)
                    7 (x1)
                    28 (x1)
                    22 (x1)
                    14 (x1)
                    11 (x1)
                    21 (x1)
            [diplomacy] : object {Bestiary 3.system.skills.diplomacy}
                base : integer {Bestiary 3.system.skills.diplomacy.base} (34 different values)
                [special] : array<object> {Bestiary 3.system.skills.diplomacy.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.diplomacy.special.[]}
                        base : integer {Bestiary 3.system.skills.diplomacy.special.[].base} (2 different values)
                            44 (x1)
                            13 (x1)
                        label : string {Bestiary 3.system.skills.diplomacy.special.[].label} (2 different values)
                            vs. plants (x1)
                            to Make an Impression (x1)
                        predicate : array<string> {Bestiary 3.system.skills.diplomacy.special.[].predicate}
                            Length: min=1 max=1
                            Value type: string {Bestiary 3.system.skills.diplomacy.special.[].predicate.[]} (2 different values)
                                target:trait:plant (x1)
                                action:make-an-impression (x1)
            [nature] : object {Bestiary 3.system.skills.nature}
                base : integer {Bestiary 3.system.skills.nature.base} (30 different values)
                [special] : array<object> {Bestiary 3.system.skills.nature.special}
                    Length: min=1 max=1
                    Value type: object {Bestiary 3.system.skills.nature.special.[]}
                        base : integer {Bestiary 3.system.skills.nature.special.[].base} (same value: 8)
                        label : string {Bestiary 3.system.skills.nature.special.[].label} (same value: to Command an Animal that is a reptile)
                        predicate : array<string> {Bestiary 3.system.skills.nature.special.[].predicate}
                            Length: min=2 max=2
                            Value type: string {Bestiary 3.system.skills.nature.special.[].predicate.[]} (2 different values)
                                action:command-an-animal (x1)
                                reptile (x1)
        traits : object {Bestiary 3.system.traits}
            rarity : string {Bestiary 3.system.traits.rarity} (4 different values)
                common (x192)
                uncommon (x83)
                rare (x71)
                unique (x1)
            size : object {Bestiary 3.system.traits.size}
                value : string {Bestiary 3.system.traits.size.value} (6 different values)
                    med (x126)
                    lg (x96)
                    tiny (x35)
                    grg (x29)
                    huge (x34)
                    sm (x27)
            value : array<string> {Bestiary 3.system.traits.value}
                Length: min=1 max=7
                Value type: string {Bestiary 3.system.traits.value.[]} (97 different values)
        [spellcasting] : object {Bestiary 3.system.spellcasting}
            rituals : object {Bestiary 3.system.spellcasting.rituals}
                dc : integer {Bestiary 3.system.spellcasting.rituals.dc} (23 different values)
    type : string {Bestiary 3.type} (same value: npc)
    [prototypeToken] : object {Bestiary 3.prototypeToken}
        name : string {Bestiary 3.prototypeToken.name} (21 different values)