1-20 Different values: 7 ===================================== object {1-20} _id : string {1-20._id} (all different values) folder : string {1-20.folder} (same value: 8QqENdDpBJaOqcjK) img : string {1-20.img} (2 different values) systems/pf2e/icons/default-icons/hazard.svg (x2) systems/pf2e/icons/default-icons/npc.svg (x5) items : array {1-20.items} Length: min=1 max=18 Value type: object {1-20.items.[]} _id : string {1-20.items.[]._id} (30 different values) img : string {1-20.items.[].img} (17 different values) systems/pf2e/icons/actions/Reaction.webp (x6) systems/pf2e/icons/default-icons/spellcastingEntry.svg (x3) systems/pf2e/icons/spells/acid-arrow.webp (x3) icons/magic/air/fog-gas-smoke-dense-white.webp (x3) icons/magic/acid/projectile-smoke-glowing.webp (x3) systems/pf2e/icons/spells/dancing-lights.webp (x3) systems/pf2e/icons/spells/fear.webp (x3) systems/pf2e/icons/spells/jump.webp (x3) icons/magic/movement/trail-streak-impact-blue.webp (x3) systems/pf2e/icons/spells/shillelagh.webp (x3) icons/magic/nature/root-vine-entangled-hand.webp (x3) icons/weapons/staves/staff-ornate-bird.webp (x2) systems/pf2e/icons/default-icons/melee.svg (x9) systems/pf2e/icons/actions/TwoActions.webp (x4) systems/pf2e/icons/actions/Passive.webp (x9) systems/pf2e/icons/actions/OneAction.webp (x3) icons/weapons/staves/staff-simple.webp (x1) name : string {1-20.items.[].name} (27 different values) sort : integer {1-20.items.[].sort} (19 different values) 0 (x2) 100000 (x5) 200000 (x5) 300000 (x4) 400000 (x4) 500000 (x4) 600000 (x4) 700000 (x3) 800000 (x3) 900000 (x3) 1000000 (x3) 1100000 (x3) 1200000 (x3) 1300000 (x3) 1400000 (x3) 1500000 (x3) 1600000 (x3) 1700000 (x3) 1800000 (x3) system : object {1-20.items.[].system} [actionType] : object {1-20.items.[].system.actionType} value : string {1-20.items.[].system.actionType.value} (3 different values) reaction (x6) action (x7) passive (x9) [actions] : object {1-20.items.[].system.actions} [value] : integer {1-20.items.[].system.actions.value} (2 different values) 2 (x4) 1 (x3) [category] : string {1-20.items.[].system.category} (3 different values) simple (x3) offensive (x18) defensive (x2) description : object {1-20.items.[].system.description} value : string {1-20.items.[].system.description.value} (26 different values) publication : object {1-20.items.[].system.publication} license : string {1-20.items.[].system.publication.license} (same value: OGL) remaster : boolean {1-20.items.[].system.publication.remaster} (same value: False) title : string {1-20.items.[].system.publication.title} (3 different values) (x33) Pathfinder Core Rulebook (x30) Pathfinder Bestiary 2 (x1) rules : ###FoundryRulesObject### [slug] : string {1-20.items.[].system.slug} (12 different values) acid-arrow (x3) obscuring-mist (x3) acid-splash (x3) dancing-lights (x3) fear (x3) jump (x3) ray-of-frost (x3) shillelagh (x3) tanglefoot (x3) animal-staff (x2) negative-healing (x1) staff (x1) [traits] : object {1-20.items.[].system.traits} rarity : string {1-20.items.[].system.traits.rarity} (same value: common) value : array {1-20.items.[].system.traits.value} Length: min=0 max=5 Value type: string {1-20.items.[].system.traits.value.[]} (23 different values) [traditions] : array {1-20.items.[].system.traits.traditions} Length: min=1 max=4 Value type: string {1-20.items.[].system.traits.traditions.[]} (4 different values) arcane (x24) primal (x27) occult (x6) divine (x3) [autoHeightenLevel] : object {1-20.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {1-20.items.[].system.prepared} flexible : boolean {1-20.items.[].system.prepared.flexible} (same value: False) value : string {1-20.items.[].system.prepared.value} (same value: prepared) [proficiency] : object {1-20.items.[].system.proficiency} value : integer {1-20.items.[].system.proficiency.value} (same value: 0) [slots] : object {1-20.items.[].system.slots} slot0 : object {1-20.items.[].system.slots.slot0} max : integer {1-20.items.[].system.slots.slot0.max} (same value: 4) prepared : array {1-20.items.[].system.slots.slot0.prepared} Length: min=4 max=4 Value type: object {1-20.items.[].system.slots.slot0.prepared.[]} id : string {1-20.items.[].system.slots.slot0.prepared.[].id} (4 different values) PMv0ScBncLEWfm5A (x3) EBMJYwTl0ZSvLHiQ (x3) g3kH2uuQtfYUM1ZY (x3) cgrEU62MxEgjhoX3 (x3) slot1 : object {1-20.items.[].system.slots.slot1} max : integer {1-20.items.[].system.slots.slot1.max} (same value: 3) prepared : array {1-20.items.[].system.slots.slot1.prepared} Length: min=3 max=3 Value type: object {1-20.items.[].system.slots.slot1.prepared.[]} id : string {1-20.items.[].system.slots.slot1.prepared.[].id} (3 different values) LToGsgFrhhD1hil9 (x3) KFwDGc58goUeKhth (x3) Tj3ClqJJlDsvpI5G (x3) slot2 : object {1-20.items.[].system.slots.slot2} max : integer {1-20.items.[].system.slots.slot2.max} (same value: 2) prepared : array {1-20.items.[].system.slots.slot2.prepared} Length: min=2 max=2 Value type: object {1-20.items.[].system.slots.slot2.prepared.[]} id : string {1-20.items.[].system.slots.slot2.prepared.[].id} (2 different values) X5dRlJaq2Zl76EB2 (x3) sMWl6cpcIkMbDu0S (x3) [spelldc] : object {1-20.items.[].system.spelldc} dc : integer {1-20.items.[].system.spelldc.dc} (same value: 21) mod : integer {1-20.items.[].system.spelldc.mod} (same value: 0) value : integer {1-20.items.[].system.spelldc.value} (same value: 11) [tradition] : object {1-20.items.[].system.tradition} value : string {1-20.items.[].system.tradition.value} (same value: primal) [area] : object {1-20.items.[].system.area} type : string {1-20.items.[].system.area.type} (same value: burst) value : integer {1-20.items.[].system.area.value} (same value: 20) [cost] : object {1-20.items.[].system.cost} value : string {1-20.items.[].system.cost.value} (same value: ) [counteraction] : boolean {1-20.items.[].system.counteraction} (same value: False) [damage] : object {1-20.items.[].system.damage} [0] : object {1-20.items.[].system.damage.0} applyMod : boolean {1-20.items.[].system.damage.0.applyMod} (same value: False) [category] : mixed formula : string {1-20.items.[].system.damage.0.formula} (3 different values) 3d8 (x3) 1d6 (x3) 2d4 (x3) kinds : array {1-20.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {1-20.items.[].system.damage.0.kinds.[]} (same value: damage) materials : array<> {1-20.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.damage.0.type} (2 different values) acid (x6) cold (x3) [gcovwqxwitqchoin] : object {1-20.items.[].system.damage.gcovwqxwitqchoin} applyMod : boolean {1-20.items.[].system.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {1-20.items.[].system.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {1-20.items.[].system.damage.gcovwqxwitqchoin.formula} (same value: 1) kinds : array {1-20.items.[].system.damage.gcovwqxwitqchoin.kinds} Length: min=1 max=1 Value type: string {1-20.items.[].system.damage.gcovwqxwitqchoin.kinds.[]} (same value: damage) materials : array<> {1-20.items.[].system.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.damage.gcovwqxwitqchoin.type} (same value: acid) [damageType] : string {1-20.items.[].system.damage.damageType} (same value: bludgeoning) [dice] : integer {1-20.items.[].system.damage.dice} (same value: 1) [die] : string {1-20.items.[].system.damage.die} (same value: d4) [defense] : object {1-20.items.[].system.defense} save : object {1-20.items.[].system.defense.save} basic : boolean {1-20.items.[].system.defense.save.basic} (same value: False) statistic : string {1-20.items.[].system.defense.save.statistic} (same value: will) [duration] : object {1-20.items.[].system.duration} sustained : boolean {1-20.items.[].system.duration.sustained} (2 different values) False (x24) True (x3) value : string {1-20.items.[].system.duration.value} (3 different values) (x18) 1 minute (x6) varies (x3) [heightening] : object {1-20.items.[].system.heightening} [damage] : object {1-20.items.[].system.heightening.damage} 0 : string {1-20.items.[].system.heightening.damage.0} (2 different values) 2d8 (x3) 1d4 (x3) [interval] : integer {1-20.items.[].system.heightening.interval} (2 different values) 2 (x3) 1 (x3) type : string {1-20.items.[].system.heightening.type} (2 different values) interval (x6) fixed (x3) [levels] : object {1-20.items.[].system.heightening.levels} 3 : object {1-20.items.[].system.heightening.levels.3} damage : object {1-20.items.[].system.heightening.levels.3.damage} 0 : object {1-20.items.[].system.heightening.levels.3.damage.0} applyMod : boolean {1-20.items.[].system.heightening.levels.3.damage.0.applyMod} (same value: False) [category] : mixed formula : string {1-20.items.[].system.heightening.levels.3.damage.0.formula} (same value: 2d6) materials : array<> {1-20.items.[].system.heightening.levels.3.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.3.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin} applyMod : boolean {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.formula} (same value: 1) materials : array<> {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.3.damage.gcovwqxwitqchoin.type} (same value: acid) 5 : object {1-20.items.[].system.heightening.levels.5} damage : object {1-20.items.[].system.heightening.levels.5.damage} 0 : object {1-20.items.[].system.heightening.levels.5.damage.0} applyMod : boolean {1-20.items.[].system.heightening.levels.5.damage.0.applyMod} (same value: False) [category] : mixed formula : string {1-20.items.[].system.heightening.levels.5.damage.0.formula} (same value: 3d6) materials : array<> {1-20.items.[].system.heightening.levels.5.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.5.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin} applyMod : boolean {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.formula} (same value: 2) materials : array<> {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.5.damage.gcovwqxwitqchoin.type} (same value: acid) 7 : object {1-20.items.[].system.heightening.levels.7} damage : object {1-20.items.[].system.heightening.levels.7.damage} 0 : object {1-20.items.[].system.heightening.levels.7.damage.0} applyMod : boolean {1-20.items.[].system.heightening.levels.7.damage.0.applyMod} (same value: False) [category] : mixed formula : string {1-20.items.[].system.heightening.levels.7.damage.0.formula} (same value: 4d6) materials : array<> {1-20.items.[].system.heightening.levels.7.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.7.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin} applyMod : boolean {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.formula} (same value: 3) materials : array<> {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.7.damage.gcovwqxwitqchoin.type} (same value: acid) 9 : object {1-20.items.[].system.heightening.levels.9} damage : object {1-20.items.[].system.heightening.levels.9.damage} 0 : object {1-20.items.[].system.heightening.levels.9.damage.0} applyMod : boolean {1-20.items.[].system.heightening.levels.9.damage.0.applyMod} (same value: False) [category] : mixed formula : string {1-20.items.[].system.heightening.levels.9.damage.0.formula} (same value: 5d6) materials : array<> {1-20.items.[].system.heightening.levels.9.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.9.damage.0.type} (same value: acid) gcovwqxwitqchoin : object {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin} applyMod : boolean {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.applyMod} (same value: False) category : string {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.category} (same value: splash) formula : string {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.formula} (same value: 4) materials : array<> {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.materials} Length: min=0 max=0 Value type: mixed type : string {1-20.items.[].system.heightening.levels.9.damage.gcovwqxwitqchoin.type} (same value: acid) [level] : object {1-20.items.[].system.level} value : integer {1-20.items.[].system.level.value} (4 different values) 2 (x6) 1 (x21) 4 (x2) 0 (x1) [location] : object {1-20.items.[].system.location} value : string {1-20.items.[].system.location.value} (same value: pFruogrBBB4pvImp) [range] : object {1-20.items.[].system.range} value : string {1-20.items.[].system.range.value} (4 different values) 120 feet (x12) 30 feet (x9) (x3) touch (x3) [requirements] : string {1-20.items.[].system.requirements} (same value: ) [target] : object {1-20.items.[].system.target} value : string {1-20.items.[].system.target.value} (3 different values) 1 creature (x15) (x9) 1 non-magical club or staff you hold (x3) [time] : object {1-20.items.[].system.time} value : string {1-20.items.[].system.time.value} (3 different values) 2 (x21) 3 (x3) 1 (x3) [baseItem] : string {1-20.items.[].system.baseItem} (same value: staff) [bonus] : object {1-20.items.[].system.bonus} value : integer {1-20.items.[].system.bonus.value} (4 different values) 0 (x3) 10 (x6) 12 (x2) 9 (x1) [bonusDamage] : object {1-20.items.[].system.bonusDamage} value : integer {1-20.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {1-20.items.[].system.bulk} value : integer {1-20.items.[].system.bulk.value} (same value: 1) [containerId] : mixed [equipped] : object {1-20.items.[].system.equipped} carryType : string {1-20.items.[].system.equipped.carryType} (same value: held) handsHeld : integer {1-20.items.[].system.equipped.handsHeld} (same value: 1) [invested] : mixed [group] : string {1-20.items.[].system.group} (same value: club) [hardness] : integer {1-20.items.[].system.hardness} (same value: 0) [hp] : object {1-20.items.[].system.hp} max : integer {1-20.items.[].system.hp.max} (same value: 0) value : integer {1-20.items.[].system.hp.value} (same value: 0) [material] : object {1-20.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {1-20.items.[].system.price} value : object {1-20.items.[].system.price.value} [gp] : integer {1-20.items.[].system.price.value.gp} (same value: 90) [quantity] : integer {1-20.items.[].system.quantity} (same value: 1) [reload] : object {1-20.items.[].system.reload} value : string {1-20.items.[].system.reload.value} (same value: ) [runes] : object {1-20.items.[].system.runes} potency : integer {1-20.items.[].system.runes.potency} (same value: 0) property : array<> {1-20.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed striking : integer {1-20.items.[].system.runes.striking} (same value: 0) [size] : string {1-20.items.[].system.size} (same value: med) [splashDamage] : object {1-20.items.[].system.splashDamage} value : integer {1-20.items.[].system.splashDamage.value} (same value: 0) [usage] : object {1-20.items.[].system.usage} value : string {1-20.items.[].system.usage.value} (same value: held-in-one-hand) [attack] : object {1-20.items.[].system.attack} value : string {1-20.items.[].system.attack.value} (same value: ) [attackEffects] : object {1-20.items.[].system.attackEffects} [custom] : string {1-20.items.[].system.attackEffects.custom} (same value: ) value : array {1-20.items.[].system.attackEffects.value} Length: min=0 max=1 Value type: string {1-20.items.[].system.attackEffects.value.[]} (2 different values) tongue-grab (x3) drain-life (x2) [damageRolls] : object {1-20.items.[].system.damageRolls} [ly3k2b36qjq24em4gium] : object {1-20.items.[].system.damageRolls.ly3k2b36qjq24em4gium} damage : string {1-20.items.[].system.damageRolls.ly3k2b36qjq24em4gium.damage} (same value: 1d4+6) damageType : string {1-20.items.[].system.damageRolls.ly3k2b36qjq24em4gium.damageType} (same value: bludgeoning) [j3wlza1577g36ssy5jp0] : object {1-20.items.[].system.damageRolls.j3wlza1577g36ssy5jp0} damage : string {1-20.items.[].system.damageRolls.j3wlza1577g36ssy5jp0.damage} (same value: 1d12+4) damageType : string {1-20.items.[].system.damageRolls.j3wlza1577g36ssy5jp0.damageType} (same value: slashing) [ij2lhqmlq2rsyqlo9pzg] : object {1-20.items.[].system.damageRolls.ij2lhqmlq2rsyqlo9pzg} damage : string {1-20.items.[].system.damageRolls.ij2lhqmlq2rsyqlo9pzg.damage} (same value: 1d4+4) damageType : string {1-20.items.[].system.damageRolls.ij2lhqmlq2rsyqlo9pzg.damageType} (same value: slashing) cHITJyiAgLEuOtsz : object {1-20.items.[].system.damageRolls.cHITJyiAgLEuOtsz} damage : string {1-20.items.[].system.damageRolls.cHITJyiAgLEuOtsz.damage} (same value: 1d8+2) damageType : string {1-20.items.[].system.damageRolls.cHITJyiAgLEuOtsz.damageType} (same value: slashing) [weaponType] : object {1-20.items.[].system.weaponType} value : string {1-20.items.[].system.weaponType.value} (same value: melee) [deathNote] : boolean {1-20.items.[].system.deathNote} (same value: True) type : string {1-20.items.[].type} (5 different values) action (x22) spellcastingEntry (x3) spell (x27) weapon (x3) melee (x9) [_stats] : object {1-20.items.[]._stats} compendiumSource : string {1-20.items.[]._stats.compendiumSource} (12 different values) Compendium.pf2e.spells-srd.Item.f8hRqLJaxBVhF1u0 (x3) Compendium.pf2e.spells-srd.Item.9XHmC2JgTUIQ1CCm (x3) Compendium.pf2e.spells-srd.Item.gISYsBFby1TiXfBt (x3) Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v (x3) Compendium.pf2e.spells-srd.Item.4koZzrnMXhhosn0D (x3) Compendium.pf2e.spells-srd.Item.Q7QQ91vQtyi1Ux36 (x3) Compendium.pf2e.spells-srd.Item.gYjPm7YwGtEa1oxh (x3) Compendium.pf2e.spells-srd.Item.s3abwDbTV43pGFFW (x3) Compendium.pf2e.spells-srd.Item.uZK2BYzPnxUBnDjr (x3) Compendium.pf2e.equipment-srd.Item.WcuknnE3xYfSdbhm (x2) Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x (x1) Compendium.pf2e.equipment-srd.Item.FVjTuBCIefAgloUU (x1) [flags] : object {1-20.items.[].flags} pf2e : object {1-20.items.[].flags.pf2e} linkedWeapon : string {1-20.items.[].flags.pf2e.linkedWeapon} (3 different values) dCHoQIYRiFuFFGDf (x1) 16CB1YmZg9tDn7ct (x1) uWLdQKgSHMDTC4JV (x1) name : string {1-20.name} (all different values) prototypeToken : object {1-20.prototypeToken} name : string {1-20.prototypeToken.name} (5 different values) Boggard Pit (x2) Boggard Swampseer (x1) Cairn Wight (x1) Elite Boggard Swampseer (x2) Weak Zephyr Hawk (x1) system : object {1-20.system} attributes : object {1-20.system.attributes} ac : object {1-20.system.attributes.ac} value : integer {1-20.system.attributes.ac.value} (3 different values) 10 (x1) 19 (x2) 18 (x4) details : string {1-20.system.attributes.ac.details} (same value: ) [emitsSound] : string {1-20.system.attributes.emitsSound} (same value: encounter) [hardness] : integer {1-20.system.attributes.hardness} (2 different values) 1 (x1) 5 (x1) [hasHealth] : boolean {1-20.system.attributes.hasHealth} (same value: True) hp : object {1-20.system.attributes.hp} details : string {1-20.system.attributes.hp.details} (2 different values) (x6) void healing (x1) max : integer {1-20.system.attributes.hp.max} (5 different values) 7 (x1) 21 (x1) 40 (x1) 50 (x3) 36 (x1) temp : integer {1-20.system.attributes.hp.temp} (same value: 0) value : integer {1-20.system.attributes.hp.value} (6 different values) 7 (x1) 21 (x1) 40 (x1) 50 (x1) 65 (x2) 36 (x1) [immunities] : array {1-20.system.attributes.immunities} Length: min=2 max=5 Value type: object {1-20.system.attributes.immunities.[]} type : string {1-20.system.attributes.immunities.[].type} (9 different values) critical-hits (x2) precision (x2) death-effects (x1) disease (x1) paralyzed (x2) poison (x2) unconscious (x1) bleed (x1) sleep (x1) [stealth] : object {1-20.system.attributes.stealth} details : string {1-20.system.attributes.stealth.details} (same value:

(or 0 if the net is exposed)

) value : integer {1-20.system.attributes.stealth.value} (2 different values) 9 (x1) 12 (x1) allSaves : object {1-20.system.attributes.allSaves} value : string {1-20.system.attributes.allSaves.value} (same value: ) speed : object {1-20.system.attributes.speed} [details] : string {1-20.system.attributes.speed.details} (same value: swamp stride) otherSpeeds : array {1-20.system.attributes.speed.otherSpeeds} Length: min=0 max=1 Value type: object {1-20.system.attributes.speed.otherSpeeds.[]} type : string {1-20.system.attributes.speed.otherSpeeds.[].type} (2 different values) swim (x3) fly (x1) value : integer {1-20.system.attributes.speed.otherSpeeds.[].value} (2 different values) 25 (x3) 50 (x1) value : integer {1-20.system.attributes.speed.value} (3 different values) 20 (x3) 25 (x1) 0 (x1) special : string {1-20.system.attributes.speed.special} (same value: ) [adjustment] : string {1-20.system.attributes.adjustment} (same value: elite) [creatureType] : string {1-20.system.creatureType} (same value: ) details : object {1-20.system.details} [description] : string {1-20.system.details.description} (same value:

A net with soil and aquatic plants on it covers a 10-foot pit dug into the bottom of a body of water.

) [disable] : string {1-20.system.details.disable} (2 different values)

@Check[thievery|dc:15|name:Remove the Net|traits:mechanical,trap] to remove the net

(x1)

@Check[thievery|dc:18|name:Remove the Net|traits:mechanical,trap] to remove the net

(x1) [isComplex] : boolean {1-20.system.details.isComplex} (same value: False) level : object {1-20.system.details.level} value : integer {1-20.system.details.level.value} (3 different values) 1 (x1) 3 (x5) 2 (x1) publication : object {1-20.system.details.publication} license : string {1-20.system.details.publication.license} (same value: OGL) remaster : boolean {1-20.system.details.publication.remaster} (same value: False) title : string {1-20.system.details.publication.title} (same value: Pathfinder Society Scenario #1-20: The Lost Legend) [reset] : string {1-20.system.details.reset} (same value:

Others can fall into the pit, but the net entangles only the first creature to trigger the trap. The net must be reset manually.

) [routine] : string {1-20.system.details.routine} (same value: ) blurb : string {1-20.system.details.blurb} (same value: ) languages : object {1-20.system.details.languages} details : string {1-20.system.details.languages.details} (same value: ) value : array {1-20.system.details.languages.value} Length: min=0 max=3 Value type: string {1-20.system.details.languages.value.[]} (4 different values) boggard (x3) chthonian (x3) common (x4) necril (x1) privateNotes : string {1-20.system.details.privateNotes} (same value: ) publicNotes : string {1-20.system.details.publicNotes} (2 different values)

The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities.


Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.

(x3) (x2) [flavourText] : string {1-20.system.flavourText} (same value: ) [recallKnowledgeText] : string {1-20.system.recallKnowledgeText} (same value: ) saves : object {1-20.system.saves} fortitude : object {1-20.system.saves.fortitude} saveDetail : string {1-20.system.saves.fortitude.saveDetail} (same value: ) value : integer {1-20.system.saves.fortitude.value} (5 different values) 1 (x1) 6 (x1) 9 (x3) 11 (x1) 4 (x1) reflex : object {1-20.system.saves.reflex} saveDetail : string {1-20.system.saves.reflex.saveDetail} (same value: ) value : integer {1-20.system.saves.reflex.value} (4 different values) 1 (x1) 6 (x2) 7 (x3) 11 (x1) will : object {1-20.system.saves.will} saveDetail : string {1-20.system.saves.will.saveDetail} (same value: ) value : integer {1-20.system.saves.will.value} (4 different values) 0 (x2) 11 (x3) 10 (x1) 5 (x1) [sidebarText] : string {1-20.system.sidebarText} (same value: ) [statusEffects] : array<> {1-20.system.statusEffects} Length: min=0 max=0 Value type: mixed traits : object {1-20.system.traits} rarity : string {1-20.system.traits.rarity} (same value: common) size : object {1-20.system.traits.size} value : string {1-20.system.traits.size.value} (2 different values) med (x6) sm (x1) value : array {1-20.system.traits.value} Length: min=2 max=5 Value type: string {1-20.system.traits.value.[]} (13 different values) mechanical (x2) trap (x2) amphibious (x3) boggard (x3) chaotic (x3) evil (x4) humanoid (x3) lawful (x1) undead (x1) unholy (x1) wight (x1) air (x1) elemental (x1) abilities : object {1-20.system.abilities} cha : object {1-20.system.abilities.cha} mod : integer {1-20.system.abilities.cha.mod} (3 different values) 3 (x3) 2 (x1) 0 (x1) con : object {1-20.system.abilities.con} mod : integer {1-20.system.abilities.con.mod} (3 different values) 2 (x3) 4 (x1) 1 (x1) dex : object {1-20.system.abilities.dex} mod : integer {1-20.system.abilities.dex.mod} (3 different values) 0 (x3) 1 (x1) 4 (x1) int : object {1-20.system.abilities.int} mod : integer {1-20.system.abilities.int.mod} (2 different values) 0 (x4) -4 (x1) str : object {1-20.system.abilities.str} mod : integer {1-20.system.abilities.str.mod} (3 different values) 3 (x3) 4 (x1) 2 (x1) wis : object {1-20.system.abilities.wis} mod : integer {1-20.system.abilities.wis.mod} (3 different values) 4 (x3) 3 (x1) 0 (x1) initiative : object {1-20.system.initiative} statistic : string {1-20.system.initiative.statistic} (same value: perception) perception : object {1-20.system.perception} details : string {1-20.system.perception.details} (same value: ) mod : integer {1-20.system.perception.mod} (3 different values) 11 (x3) 10 (x1) 5 (x1) senses : array {1-20.system.perception.senses} Length: min=1 max=1 Value type: object {1-20.system.perception.senses.[]} type : string {1-20.system.perception.senses.[].type} (same value: darkvision) resources : object {1-20.system.resources} [focus] : object {1-20.system.resources.focus} max : integer {1-20.system.resources.focus.max} (same value: 1) value : integer {1-20.system.resources.focus.value} (same value: 1) skills : object {1-20.system.skills} [athletics] : object {1-20.system.skills.athletics} base : integer {1-20.system.skills.athletics.base} (2 different values) 8 (x3) 11 (x1) [intimidation] : object {1-20.system.skills.intimidation} base : integer {1-20.system.skills.intimidation.base} (2 different values) 8 (x3) 9 (x1) [medicine] : object {1-20.system.skills.medicine} base : integer {1-20.system.skills.medicine.base} (same value: 9) [nature] : object {1-20.system.skills.nature} base : integer {1-20.system.skills.nature.base} (same value: 11) [performance] : object {1-20.system.skills.performance} base : integer {1-20.system.skills.performance.base} (same value: 8) [religion] : object {1-20.system.skills.religion} base : integer {1-20.system.skills.religion.base} (same value: 9) [stealth] : object {1-20.system.skills.stealth} base : integer {1-20.system.skills.stealth.base} (2 different values) 6 (x1) 9 (x1) acrobatics : object {1-20.system.skills.acrobatics} base : integer {1-20.system.skills.acrobatics.base} (same value: 11) type : string {1-20.type} (2 different values) hazard (x2) npc (x5)