6-10 Different values: 18 ===================================== object {6-10} _id : string {6-10._id} (all different values) folder : string {6-10.folder} (same value: Vtts0VaateDRwIWi) img : string {6-10.img} (same value: systems/pf2e/icons/default-icons/npc.svg) items : array {6-10.items} Length: min=4 max=26 Value type: object {6-10.items.[]} _id : string {6-10.items.[]._id} (77 different values) img : string {6-10.items.[].img} (32 different values) name : string {6-10.items.[].name} (57 different values) sort : integer {6-10.items.[].sort} (26 different values) system : object {6-10.items.[].system} [attackEffects] : object {6-10.items.[].system.attackEffects} value : array {6-10.items.[].system.attackEffects.value} Length: min=0 max=2 Value type: string {6-10.items.[].system.attackEffects.value.[]} (3 different values) grab (x7) zombie-rot (x6) improved-push (x1) [bonus] : object {6-10.items.[].system.bonus} value : integer {6-10.items.[].system.bonus.value} (11 different values) 12 (x9) 16 (x2) 10 (x1) 14 (x5) 0 (x4) 17 (x2) 20 (x1) 18 (x2) 13 (x5) 15 (x1) 9 (x2) [damageRolls] : object {6-10.items.[].system.damageRolls} [PZlPFpjaA9pcYc3b] : object {6-10.items.[].system.damageRolls.PZlPFpjaA9pcYc3b} damage : string {6-10.items.[].system.damageRolls.PZlPFpjaA9pcYc3b.damage} (2 different values) 2d6+5 (x2) 3d6+5 (x2) damageType : string {6-10.items.[].system.damageRolls.PZlPFpjaA9pcYc3b.damageType} (same value: bludgeoning) [8G8ORdQrVWJRchVr] : object {6-10.items.[].system.damageRolls.8G8ORdQrVWJRchVr} damage : string {6-10.items.[].system.damageRolls.8G8ORdQrVWJRchVr.damage} (same value: 2d10+5) damageType : string {6-10.items.[].system.damageRolls.8G8ORdQrVWJRchVr.damageType} (same value: piercing) [vWKxFir2TcaHXvYk] : object {6-10.items.[].system.damageRolls.vWKxFir2TcaHXvYk} damage : string {6-10.items.[].system.damageRolls.vWKxFir2TcaHXvYk.damage} (3 different values) 2d6+2 (x1) 2d6+6 (x1) 3d6+2 (x1) damageType : string {6-10.items.[].system.damageRolls.vWKxFir2TcaHXvYk.damageType} (same value: bludgeoning) [hOqkqp4739uVXkNS] : object {6-10.items.[].system.damageRolls.hOqkqp4739uVXkNS} damage : string {6-10.items.[].system.damageRolls.hOqkqp4739uVXkNS.damage} (3 different values) 2d6+2 (x1) 2d6+4 (x1) 3d6+2 (x1) damageType : string {6-10.items.[].system.damageRolls.hOqkqp4739uVXkNS.damageType} (same value: fire) [ka33amlykrcrv5nq90lv] : object {6-10.items.[].system.damageRolls.ka33amlykrcrv5nq90lv} damage : string {6-10.items.[].system.damageRolls.ka33amlykrcrv5nq90lv.damage} (3 different values) 2d8+6 (x1) 1d8+4 (x1) 2d6+6 (x1) damageType : string {6-10.items.[].system.damageRolls.ka33amlykrcrv5nq90lv.damageType} (same value: bludgeoning) [2rof0t3ang89c3dtvwyr] : object {6-10.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr} damage : string {6-10.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr.damage} (3 different values) 1d12+6 (x1) 1d12+4 (x1) 2d12+6 (x1) damageType : string {6-10.items.[].system.damageRolls.2rof0t3ang89c3dtvwyr.damageType} (same value: piercing) [biya5r6cbmpnb9ww4s11] : object {6-10.items.[].system.damageRolls.biya5r6cbmpnb9ww4s11} damage : string {6-10.items.[].system.damageRolls.biya5r6cbmpnb9ww4s11.damage} (2 different values) 2d8+7 (x1) 1d8+8 (x1) damageType : string {6-10.items.[].system.damageRolls.biya5r6cbmpnb9ww4s11.damageType} (same value: slashing) [XFJkR0dKHXwssL1p] : object {6-10.items.[].system.damageRolls.XFJkR0dKHXwssL1p} damage : string {6-10.items.[].system.damageRolls.XFJkR0dKHXwssL1p.damage} (2 different values) 2d6+11 (x1) 1d6+11 (x1) damageType : string {6-10.items.[].system.damageRolls.XFJkR0dKHXwssL1p.damageType} (same value: slashing) [GrGbCluu3lckfdAP] : object {6-10.items.[].system.damageRolls.GrGbCluu3lckfdAP} damage : string {6-10.items.[].system.damageRolls.GrGbCluu3lckfdAP.damage} (2 different values) 3d6+2 (x1) 2d6+2 (x1) damageType : string {6-10.items.[].system.damageRolls.GrGbCluu3lckfdAP.damageType} (same value: bludgeoning) [pCqai6Sfox1Wk0Xf] : object {6-10.items.[].system.damageRolls.pCqai6Sfox1Wk0Xf} damage : string {6-10.items.[].system.damageRolls.pCqai6Sfox1Wk0Xf.damage} (2 different values) 2d6+3 (x1) 2d6 (x1) damageType : string {6-10.items.[].system.damageRolls.pCqai6Sfox1Wk0Xf.damageType} (same value: bludgeoning) [yl1oK87AFfqdK1ks] : object {6-10.items.[].system.damageRolls.yl1oK87AFfqdK1ks} damage : string {6-10.items.[].system.damageRolls.yl1oK87AFfqdK1ks.damage} (2 different values) 2d6+7 (x1) 2d6+6 (x1) damageType : string {6-10.items.[].system.damageRolls.yl1oK87AFfqdK1ks.damageType} (same value: bludgeoning) [zKzK4kY5EbWnYgri] : object {6-10.items.[].system.damageRolls.zKzK4kY5EbWnYgri} damage : string {6-10.items.[].system.damageRolls.zKzK4kY5EbWnYgri.damage} (2 different values) 2d10+10 (x1) 1d10+10 (x1) damageType : string {6-10.items.[].system.damageRolls.zKzK4kY5EbWnYgri.damageType} (same value: piercing) [izwzbwakdx5r2d8gxlh7] : object {6-10.items.[].system.damageRolls.izwzbwakdx5r2d8gxlh7} damage : string {6-10.items.[].system.damageRolls.izwzbwakdx5r2d8gxlh7.damage} (same value: 2d12+9) damageType : string {6-10.items.[].system.damageRolls.izwzbwakdx5r2d8gxlh7.damageType} (same value: bludgeoning) description : object {6-10.items.[].system.description} value : string {6-10.items.[].system.description.value} (64 different values) publication : object {6-10.items.[].system.publication} license : string {6-10.items.[].system.publication.license} (2 different values) OGL (x49) ORC (x110) remaster : boolean {6-10.items.[].system.publication.remaster} (2 different values) False (x49) True (x110) title : string {6-10.items.[].system.publication.title} (6 different values) (x63) Pathfinder Monster Core (x44) Pathfinder Bestiary 2 (x1) Starfinder Field Test #5 (x12) Pathfinder Player Core (x37) Pathfinder Treasure Vault (x2) rules : ###FoundryRulesObject### [slug] : string {6-10.items.[].system.slug} (36 different values) traits : object {6-10.items.[].system.traits} [value] : array {6-10.items.[].system.traits.value} Length: min=0 max=6 Value type: string {6-10.items.[].system.traits.value.[]} (35 different values) [rarity] : string {6-10.items.[].system.traits.rarity} (2 different values) uncommon (x4) common (x37) [traditions] : array {6-10.items.[].system.traits.traditions} Length: min=2 max=3 Value type: string {6-10.items.[].system.traits.traditions.[]} (4 different values) arcane (x33) divine (x14) occult (x27) primal (x8) [actionType] : object {6-10.items.[].system.actionType} value : string {6-10.items.[].system.actionType.value} (4 different values) passive (x44) reaction (x12) action (x20) free (x3) [actions] : object {6-10.items.[].system.actions} [value] : integer {6-10.items.[].system.actions.value} (2 different values) 1 (x18) 2 (x2) [category] : string {6-10.items.[].system.category} (6 different values) defensive (x46) offensive (x27) interaction (x6) advanced (x2) light (x2) simple (x2) [deathNote] : boolean {6-10.items.[].system.deathNote} (same value: True) [duration] : object {6-10.items.[].system.duration} [expiry] : mixed [unit] : string {6-10.items.[].system.duration.unit} (same value: unlimited) value : mixed integer {6-10.items.[].system.duration.value} (same value: 0) string {6-10.items.[].system.duration.value} (8 different values) until the next time you make your daily preparations (x2) 1 minute (x6) (x13) varies (x4) 8 hours (x2) until the end of the target's next turn (x2) 1 round (x2) until the start of your next turn (x2) [sustained] : boolean {6-10.items.[].system.duration.sustained} (same value: False) [group] : string {6-10.items.[].system.group} (3 different values) sword (x2) leather (x2) club (x2) [overrides] : array<> {6-10.items.[].system.overrides} Length: min=0 max=0 Value type: mixed [references] : object {6-10.items.[].system.references} children : array<> {6-10.items.[].system.references.children} Length: min=0 max=0 Value type: mixed immunityFrom : array<> {6-10.items.[].system.references.immunityFrom} Length: min=0 max=0 Value type: mixed overriddenBy : array<> {6-10.items.[].system.references.overriddenBy} Length: min=0 max=0 Value type: mixed overrides : array<> {6-10.items.[].system.references.overrides} Length: min=0 max=0 Value type: mixed [value] : object {6-10.items.[].system.value} isValued : boolean {6-10.items.[].system.value.isValued} (same value: True) value : integer {6-10.items.[].system.value.value} (same value: 1) [autoHeightenLevel] : object {6-10.items.[].system.autoHeightenLevel} [value] : mixed [prepared] : object {6-10.items.[].system.prepared} flexible : boolean {6-10.items.[].system.prepared.flexible} (same value: False) value : string {6-10.items.[].system.prepared.value} (2 different values) innate (x2) prepared (x2) [proficiency] : object {6-10.items.[].system.proficiency} value : integer {6-10.items.[].system.proficiency.value} (2 different values) 0 (x2) 1 (x2) [showSlotlessLevels] : object {6-10.items.[].system.showSlotlessLevels} value : boolean {6-10.items.[].system.showSlotlessLevels.value} (same value: False) [slots] : object {6-10.items.[].system.slots} slot0 : object {6-10.items.[].system.slots.slot0} max : integer {6-10.items.[].system.slots.slot0.max} (same value: 5) prepared : array {6-10.items.[].system.slots.slot0.prepared} Length: min=5 max=5 Value type: object {6-10.items.[].system.slots.slot0.prepared.[]} id : string {6-10.items.[].system.slots.slot0.prepared.[].id} (5 different values) 4SXE7JfKzU5Pr5Yw (x2) Kce8XTCmyQwvpikj (x2) lxGXtINNS0DB8pjx (x2) oO4RI71QQGyMHmPK (x2) fH0iFfx04tOU71tE (x2) slot1 : object {6-10.items.[].system.slots.slot1} max : integer {6-10.items.[].system.slots.slot1.max} (same value: 3) prepared : array {6-10.items.[].system.slots.slot1.prepared} Length: min=3 max=3 Value type: object {6-10.items.[].system.slots.slot1.prepared.[]} id : string {6-10.items.[].system.slots.slot1.prepared.[].id} (3 different values) UKyabMbTQ7jd0RJW (x2) hQIT0ck2DlZMouzS (x2) 85B3xj8mTR7riqKm (x2) slot2 : object {6-10.items.[].system.slots.slot2} max : integer {6-10.items.[].system.slots.slot2.max} (same value: 3) prepared : array {6-10.items.[].system.slots.slot2.prepared} Length: min=3 max=3 Value type: object {6-10.items.[].system.slots.slot2.prepared.[]} id : string {6-10.items.[].system.slots.slot2.prepared.[].id} (3 different values) 449z53HG5Ms3KH6y (x2) PmqOv6aR0fOVuUYf (x2) joszZmUjkEou8gpZ (x2) slot3 : object {6-10.items.[].system.slots.slot3} max : integer {6-10.items.[].system.slots.slot3.max} (same value: 3) prepared : array {6-10.items.[].system.slots.slot3.prepared} Length: min=3 max=3 Value type: object {6-10.items.[].system.slots.slot3.prepared.[]} id : string {6-10.items.[].system.slots.slot3.prepared.[].id} (3 different values) IH2esnaAhmy2GC53 (x2) mmoiJkCkahU1Q93d (x2) CxXZBpE7S352Cu9h (x2) [slot4] : object {6-10.items.[].system.slots.slot4} max : integer {6-10.items.[].system.slots.slot4.max} (same value: 3) prepared : array {6-10.items.[].system.slots.slot4.prepared} Length: min=3 max=3 Value type: object {6-10.items.[].system.slots.slot4.prepared.[]} id : string {6-10.items.[].system.slots.slot4.prepared.[].id} (3 different values) PZYbV5efzZDOnNPK (x1) baL1K0dQaA3ssASy (x1) fURny0dM6SjYHEdq (x1) [spelldc] : object {6-10.items.[].system.spelldc} dc : integer {6-10.items.[].system.spelldc.dc} (4 different values) 24 (x1) 22 (x1) 28 (x1) 26 (x1) [mod] : integer {6-10.items.[].system.spelldc.mod} (same value: 0) value : integer {6-10.items.[].system.spelldc.value} (3 different values) 16 (x2) 14 (x1) 18 (x1) [tradition] : object {6-10.items.[].system.tradition} value : string {6-10.items.[].system.tradition.value} (2 different values) divine (x2) arcane (x2) [area] : object {6-10.items.[].system.area} type : string {6-10.items.[].system.area.type} (same value: line) value : integer {6-10.items.[].system.area.value} (same value: 30) [cost] : object {6-10.items.[].system.cost} value : string {6-10.items.[].system.cost.value} (same value: ) [counteraction] : boolean {6-10.items.[].system.counteraction} (same value: False) [damage] : object {6-10.items.[].system.damage} [damageType] : string {6-10.items.[].system.damage.damageType} (2 different values) slashing (x2) bludgeoning (x2) [dice] : integer {6-10.items.[].system.damage.dice} (same value: 1) [die] : string {6-10.items.[].system.damage.die} (2 different values) d6 (x2) d4 (x2) [0] : object {6-10.items.[].system.damage.0} applyMod : boolean {6-10.items.[].system.damage.0.applyMod} (same value: False) [category] : string {6-10.items.[].system.damage.0.category} (same value: persistent) formula : string {6-10.items.[].system.damage.0.formula} (6 different values) 8d6 (x1) 6d6 (x2) 2d6 (x2) 1d6 (x2) 2d4 (x6) 1d4 (x2) kinds : array {6-10.items.[].system.damage.0.kinds} Length: min=1 max=1 Value type: string {6-10.items.[].system.damage.0.kinds.[]} (same value: damage) materials : array<> {6-10.items.[].system.damage.0.materials} Length: min=0 max=0 Value type: mixed type : string {6-10.items.[].system.damage.0.type} (5 different values) mental (x3) void (x6) bleed (x2) electricity (x2) piercing (x2) [cQDyW0QpjJ38MlSi] : object {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi} applyMod : boolean {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi.applyMod} (same value: False) [category] : mixed formula : string {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi.formula} (same value: 2d4) kinds : array {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi.kinds} Length: min=1 max=1 Value type: string {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi.kinds.[]} (same value: damage) materials : array<> {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi.materials} Length: min=0 max=0 Value type: mixed type : string {6-10.items.[].system.damage.cQDyW0QpjJ38MlSi.type} (same value: fire) [defense] : object {6-10.items.[].system.defense} save : object {6-10.items.[].system.defense.save} basic : boolean {6-10.items.[].system.defense.save.basic} (2 different values) False (x18) True (x8) statistic : string {6-10.items.[].system.defense.save.statistic} (3 different values) will (x14) fortitude (x10) reflex (x2) [level] : object {6-10.items.[].system.level} value : integer {6-10.items.[].system.level.value} (6 different values) 6 (x2) 0 (x8) 4 (x3) 3 (x6) 2 (x6) 1 (x16) [location] : object {6-10.items.[].system.location} [heightenedLevel] : integer {6-10.items.[].system.location.heightenedLevel} (same value: 6) value : string {6-10.items.[].system.location.value} (2 different values) JqajO4nisN5Ddc6s (x2) MVN5DhkH7iXBTqcj (x31) [range] : object {6-10.items.[].system.range} value : string {6-10.items.[].system.range.value} (5 different values) 30 feet (x19) (x7) 120 feet (x1) touch (x4) 60 feet (x2) [requirements] : string {6-10.items.[].system.requirements} (2 different values) (x31) You can bleed (x2) [target] : object {6-10.items.[].system.target} value : string {6-10.items.[].system.target.value} (5 different values) 1 creature (x15) (x7) 1 living creature (x7) The triggering creature (x2) 1 or 2 creatures (x2) [time] : object {6-10.items.[].system.time} value : string {6-10.items.[].system.time.value} (3 different values) 2 (x29) reaction (x2) 1 (x2) [baseItem] : string {6-10.items.[].system.baseItem} (3 different values) chain-sword (x2) leather-armor (x2) staff (x2) [bonusDamage] : object {6-10.items.[].system.bonusDamage} value : integer {6-10.items.[].system.bonusDamage.value} (same value: 0) [bulk] : object {6-10.items.[].system.bulk} value : mixed integer {6-10.items.[].system.bulk.value} (same value: 1) float {6-10.items.[].system.bulk.value} (same value: 0,1) [containerId] : mixed [equipped] : object {6-10.items.[].system.equipped} carryType : string {6-10.items.[].system.equipped.carryType} (same value: worn) [handsHeld] : integer {6-10.items.[].system.equipped.handsHeld} (same value: 0) [invested] : mixed [inSlot] : boolean {6-10.items.[].system.equipped.inSlot} (same value: True) [hardness] : integer {6-10.items.[].system.hardness} (same value: 0) [hp] : object {6-10.items.[].system.hp} max : integer {6-10.items.[].system.hp.max} (same value: 0) value : integer {6-10.items.[].system.hp.value} (same value: 0) [material] : object {6-10.items.[].system.material} [grade] : mixed [type] : mixed [price] : object {6-10.items.[].system.price} value : object {6-10.items.[].system.price.value} [gp] : integer {6-10.items.[].system.price.value.gp} (2 different values) 6 (x2) 2 (x2) [quantity] : integer {6-10.items.[].system.quantity} (same value: 1) [reload] : object {6-10.items.[].system.reload} value : string {6-10.items.[].system.reload.value} (same value: ) [runes] : object {6-10.items.[].system.runes} potency : integer {6-10.items.[].system.runes.potency} (2 different values) 1 (x4) 0 (x2) property : array<> {6-10.items.[].system.runes.property} Length: min=0 max=0 Value type: mixed [striking] : integer {6-10.items.[].system.runes.striking} (same value: 0) [resilient] : integer {6-10.items.[].system.runes.resilient} (same value: 0) [size] : string {6-10.items.[].system.size} (same value: med) [splashDamage] : object {6-10.items.[].system.splashDamage} value : integer {6-10.items.[].system.splashDamage.value} (same value: 0) [usage] : object {6-10.items.[].system.usage} value : string {6-10.items.[].system.usage.value} (same value: held-in-one-hand) [acBonus] : integer {6-10.items.[].system.acBonus} (same value: 1) [checkPenalty] : integer {6-10.items.[].system.checkPenalty} (same value: -1) [dexCap] : integer {6-10.items.[].system.dexCap} (same value: 4) [speedPenalty] : integer {6-10.items.[].system.speedPenalty} (same value: 0) [strength] : integer {6-10.items.[].system.strength} (same value: 0) [heightening] : object {6-10.items.[].system.heightening} [levels] : object {6-10.items.[].system.heightening.levels} [8] : object {6-10.items.[].system.heightening.levels.8} target : object {6-10.items.[].system.heightening.levels.8.target} value : string {6-10.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures) [7] : object {6-10.items.[].system.heightening.levels.7} target : object {6-10.items.[].system.heightening.levels.7.target} value : string {6-10.items.[].system.heightening.levels.7.target.value} (same value: 10 creatures) [6] : object {6-10.items.[].system.heightening.levels.6} target : object {6-10.items.[].system.heightening.levels.6.target} value : string {6-10.items.[].system.heightening.levels.6.target.value} (same value: 10 creatures) [5] : object {6-10.items.[].system.heightening.levels.5} target : object {6-10.items.[].system.heightening.levels.5.target} value : string {6-10.items.[].system.heightening.levels.5.target.value} (same value: 10 creatures) type : string {6-10.items.[].system.heightening.type} (2 different values) fixed (x7) interval (x15) [damage] : object {6-10.items.[].system.heightening.damage} [0] : string {6-10.items.[].system.heightening.damage.0} (4 different values) 2d6 (x5) 1d6 (x2) 1d4 (x4) 2d4 (x2) [cQDyW0QpjJ38MlSi] : string {6-10.items.[].system.heightening.damage.cQDyW0QpjJ38MlSi} (same value: 1d4) [interval] : integer {6-10.items.[].system.heightening.interval} (2 different values) 1 (x11) 2 (x4) [overlays] : object {6-10.items.[].system.overlays} eOCNn2ohYAvsYZjn : object {6-10.items.[].system.overlays.eOCNn2ohYAvsYZjn} _id : string {6-10.items.[].system.overlays.eOCNn2ohYAvsYZjn._id} (same value: eOCNn2ohYAvsYZjn) overlayType : string {6-10.items.[].system.overlays.eOCNn2ohYAvsYZjn.overlayType} (same value: override) sort : integer {6-10.items.[].system.overlays.eOCNn2ohYAvsYZjn.sort} (same value: 1) system : object {6-10.items.[].system.overlays.eOCNn2ohYAvsYZjn.system} xYyA7CV1GaFTRjBQ : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ} _id : string {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ._id} (same value: xYyA7CV1GaFTRjBQ) name : string {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.name} (same value: Ignition (Melee)) overlayType : string {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.overlayType} (same value: override) sort : integer {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.sort} (same value: 2) system : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system} damage : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.damage} cQDyW0QpjJ38MlSi : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.damage.cQDyW0QpjJ38MlSi} formula : string {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.damage.cQDyW0QpjJ38MlSi.formula} (same value: 2d6) heightening : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.heightening} damage : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.heightening.damage} cQDyW0QpjJ38MlSi : string {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.heightening.damage.cQDyW0QpjJ38MlSi} (same value: 1d6) range : object {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.range} value : string {6-10.items.[].system.overlays.xYyA7CV1GaFTRjBQ.system.range.value} (same value: touch) [frequency] : mixed [mod] : object {6-10.items.[].system.mod} value : integer {6-10.items.[].system.mod.value} (2 different values) 14 (x1) 11 (x1) [proficient] : object {6-10.items.[].system.proficient} value : integer {6-10.items.[].system.proficient.value} (same value: 0) type : string {6-10.items.[].type} (9 different values) melee (x30) action (x79) condition (x3) spellcastingEntry (x4) spell (x33) weapon (x4) armor (x2) equipment (x2) lore (x2) [_stats] : object {6-10.items.[]._stats} compendiumSource : string {6-10.items.[]._stats.compendiumSource} (34 different values) [flags] : object {6-10.items.[].flags} pf2e : object {6-10.items.[].flags.pf2e} linkedWeapon : string {6-10.items.[].flags.pf2e.linkedWeapon} (2 different values) MGytcPQNfl2GSR4n (x2) wOyLBxgcOKE27tNW (x2) name : string {6-10.name} (all different values) [prototypeToken] : object {6-10.prototypeToken} name : string {6-10.prototypeToken.name} (4 different values) Brain Guzzler (x1) Enhanced Brain Guzzler (x1) Lenore Toriasti (x1) Luxia Mirsaad (x1) system : object {6-10.system} abilities : object {6-10.system.abilities} cha : object {6-10.system.abilities.cha} mod : integer {6-10.system.abilities.cha.mod} (3 different values) -2 (x9) 2 (x7) 4 (x2) con : object {6-10.system.abilities.con} mod : integer {6-10.system.abilities.con.mod} (6 different values) 0 (x4) 1 (x1) 3 (x5) 4 (x1) 2 (x6) 6 (x1) dex : object {6-10.system.abilities.dex} mod : integer {6-10.system.abilities.dex.mod} (5 different values) 2 (x5) 5 (x4) 4 (x1) -2 (x6) 3 (x2) int : object {6-10.system.abilities.int} mod : integer {6-10.system.abilities.int.mod} (6 different values) 2 (x4) 0 (x1) -5 (x6) 3 (x2) -4 (x3) 4 (x2) str : object {6-10.system.abilities.str} mod : integer {6-10.system.abilities.str.mod} (7 different values) 3 (x7) 1 (x2) 2 (x1) 4 (x4) 5 (x2) 0 (x1) 7 (x1) wis : object {6-10.system.abilities.wis} mod : integer {6-10.system.abilities.wis.mod} (4 different values) 0 (x10) 4 (x3) 1 (x4) 2 (x1) attributes : object {6-10.system.attributes} ac : object {6-10.system.attributes.ac} details : string {6-10.system.attributes.ac.details} (same value: ) value : integer {6-10.system.attributes.ac.value} (9 different values) 19 (x5) 24 (x3) 18 (x2) 22 (x3) 16 (x1) 27 (x1) 21 (x1) 13 (x1) 20 (x1) allSaves : object {6-10.system.attributes.allSaves} value : string {6-10.system.attributes.allSaves.value} (same value: ) hp : object {6-10.system.attributes.hp} details : string {6-10.system.attributes.hp.details} (5 different values) void healing (x12) fast healing 7, void healing (x2) coffin restoration, fast healing 8, void healing (x1) coffin restoration, fast healing 7, void healing (x1) (x2) max : integer {6-10.system.attributes.hp.max} (13 different values) 91 (x2) 90 (x2) 46 (x1) 140 (x2) 56 (x1) 130 (x1) 65 (x1) 75 (x2) 78 (x2) 26 (x1) 60 (x1) 150 (x1) 72 (x1) temp : integer {6-10.system.attributes.hp.temp} (same value: 0) value : integer {6-10.system.attributes.hp.value} (13 different values) 91 (x2) 90 (x2) 46 (x1) 140 (x2) 56 (x1) 130 (x1) 65 (x1) 75 (x2) 78 (x2) 26 (x1) 60 (x1) 150 (x1) 72 (x1) speed : object {6-10.system.attributes.speed} otherSpeeds : array {6-10.system.attributes.speed.otherSpeeds} Length: min=0 max=1 Value type: object {6-10.system.attributes.speed.otherSpeeds.[]} type : string {6-10.system.attributes.speed.otherSpeeds.[].type} (2 different values) fly (x1) climb (x2) value : integer {6-10.system.attributes.speed.otherSpeeds.[].value} (2 different values) 40 (x1) 25 (x2) value : integer {6-10.system.attributes.speed.value} (3 different values) 25 (x15) 15 (x1) 20 (x2) [special] : string {6-10.system.attributes.speed.special} (same value: ) [weaknesses] : array {6-10.system.attributes.weaknesses} Length: min=0 max=3 Value type: object {6-10.system.attributes.weaknesses.[]} [exceptions] : array<> {6-10.system.attributes.weaknesses.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {6-10.system.attributes.weaknesses.[].type} (3 different values) electricity (x9) slashing (x13) vitality (x7) value : integer {6-10.system.attributes.weaknesses.[].value} (6 different values) 10 (x16) 5 (x1) 6 (x4) 8 (x4) 3 (x2) 7 (x2) [adjustment] : mixed [immunities] : array {6-10.system.attributes.immunities} Length: min=5 max=7 Value type: object {6-10.system.attributes.immunities.[]} [exceptions] : array<> {6-10.system.attributes.immunities.[].exceptions} Length: min=0 max=0 Value type: mixed type : string {6-10.system.attributes.immunities.[].type} (8 different values) death-effects (x14) disease (x14) paralyzed (x14) poison (x14) unconscious (x12) bleed (x10) mental (x1) sleep (x2) details : object {6-10.system.details} blurb : string {6-10.system.details.blurb} (6 different values) (x8) Variant taunting skull (x1) Variant cybernetic zombie (x3) Variant plague zombie (x3) Variant vampire count (x2) Variant zombie brute (x1) languages : object {6-10.system.details.languages} details : string {6-10.system.details.languages.details} (same value: ) value : array {6-10.system.details.languages.value} Length: min=0 max=3 Value type: string {6-10.system.details.languages.value.[]} (3 different values) common (x8) necril (x8) hallit (x2) level : object {6-10.system.details.level} value : integer {6-10.system.details.level.value} (7 different values) 5 (x5) 6 (x3) 3 (x2) 7 (x3) 8 (x2) 1 (x1) 4 (x2) privateNotes : string {6-10.system.details.privateNotes} (same value: ) publicNotes : string {6-10.system.details.publicNotes} (5 different values) (x11)

Some beheaded are raised with their mental faculties mostly intact. These clever undead often provoke their victims into foolishly giving chase or harming themselves.


Beheaded are disembodied floating heads transformed into undead. They are natural candidates for a necromancer's "project minion," due to the inexpensive cost of creation and endlessly customizable nature. In any lair occupied for long by practicing necromancers, it isn't uncommon to find a handful of floating heads roaming about, each exhibiting completely different characteristics and even degrees of expertise in their creation.

(x1)

Plague zombies are infested with horrible contagions.


A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.

(x3)

Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.


Vampires are undead creatures that feed on the blood of the living.

(x2)

Necromantic augmentations have granted this zombie increased size and power.


A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.

(x1) publication : object {6-10.system.details.publication} license : string {6-10.system.details.publication.license} (same value: ORC) remaster : boolean {6-10.system.details.publication.remaster} (same value: True) title : string {6-10.system.details.publication.title} (same value: Pathfinder Society Scenario #6-10: Once in Whispers) initiative : object {6-10.system.initiative} statistic : string {6-10.system.initiative.statistic} (same value: perception) perception : object {6-10.system.perception} details : string {6-10.system.perception.details} (2 different values) (x17) darkvision (x1) mod : integer {6-10.system.perception.mod} (12 different values) 12 (x2) 15 (x3) 5 (x2) 7 (x3) 18 (x1) 17 (x1) 16 (x1) 14 (x1) 3 (x1) 9 (x1) 11 (x1) 6 (x1) senses : array {6-10.system.perception.senses} Length: min=0 max=1 Value type: object {6-10.system.perception.senses.[]} type : string {6-10.system.perception.senses.[].type} (same value: darkvision) resources : object {6-10.system.resources} saves : object {6-10.system.saves} fortitude : object {6-10.system.saves.fortitude} saveDetail : string {6-10.system.saves.fortitude.saveDetail} (same value: ) value : integer {6-10.system.saves.fortitude.value} (10 different values) 9 (x2) 12 (x5) 8 (x2) 13 (x3) 11 (x1) 15 (x1) 14 (x1) 6 (x1) 10 (x1) 17 (x1) reflex : object {6-10.system.saves.reflex} saveDetail : string {6-10.system.saves.reflex.saveDetail} (same value: ) value : integer {6-10.system.saves.reflex.value} (11 different values) 7 (x2) 16 (x2) 9 (x3) 10 (x3) 5 (x1) 11 (x2) 14 (x1) 12 (x1) 3 (x1) 8 (x1) 6 (x1) will : object {6-10.system.saves.will} saveDetail : string {6-10.system.saves.will.saveDetail} (same value: ) value : integer {6-10.system.saves.will.value} (13 different values) 12 (x2) 13 (x2) 5 (x1) 15 (x2) 6 (x1) 7 (x2) 19 (x1) 17 (x1) 21 (x1) 18 (x1) 9 (x2) 4 (x1) 8 (x1) skills : object {6-10.system.skills} [athletics] : object {6-10.system.skills.athletics} base : integer {6-10.system.skills.athletics.base} (10 different values) 17 (x2) 8 (x1) 18 (x2) 12 (x2) 14 (x2) 11 (x1) 9 (x2) 15 (x1) 20 (x1) 13 (x1) [special] : array<> {6-10.system.skills.athletics.special} Length: min=0 max=0 Value type: mixed [acrobatics] : object {6-10.system.skills.acrobatics} base : integer {6-10.system.skills.acrobatics.base} (3 different values) 13 (x1) 18 (x1) 15 (x1) [special] : array {6-10.system.skills.acrobatics.special} Length: min=0 max=1 Value type: object {6-10.system.skills.acrobatics.special.[]} base : integer {6-10.system.skills.acrobatics.special.[].base} (same value: 15) label : string {6-10.system.skills.acrobatics.special.[].label} (same value: to Manuver in Flight) predicate : array {6-10.system.skills.acrobatics.special.[].predicate} Length: min=1 max=1 Value type: string {6-10.system.skills.acrobatics.special.[].predicate.[]} (same value: action:maneuver-in-flight) [intimidation] : object {6-10.system.skills.intimidation} base : integer {6-10.system.skills.intimidation.base} (3 different values) 13 (x2) 19 (x1) 16 (x2) [special] : array {6-10.system.skills.intimidation.special} Length: min=0 max=1 Value type: object {6-10.system.skills.intimidation.special.[]} base : integer {6-10.system.skills.intimidation.special.[].base} (same value: 15) label : string {6-10.system.skills.intimidation.special.[].label} (same value: to Demoralize) predicate : array {6-10.system.skills.intimidation.special.[].predicate} Length: min=1 max=1 Value type: string {6-10.system.skills.intimidation.special.[].predicate.[]} (same value: action:demoralize) [deception] : object {6-10.system.skills.deception} base : integer {6-10.system.skills.deception.base} (4 different values) 17 (x1) 14 (x1) 18 (x1) 15 (x1) [special] : array<> {6-10.system.skills.deception.special} Length: min=0 max=0 Value type: mixed [diplomacy] : object {6-10.system.skills.diplomacy} base : integer {6-10.system.skills.diplomacy.base} (2 different values) 17 (x1) 14 (x1) special : array<> {6-10.system.skills.diplomacy.special} Length: min=0 max=0 Value type: mixed [society] : object {6-10.system.skills.society} base : integer {6-10.system.skills.society.base} (3 different values) 17 (x1) 14 (x2) 11 (x1) [special] : array<> {6-10.system.skills.society.special} Length: min=0 max=0 Value type: mixed [stealth] : object {6-10.system.skills.stealth} base : integer {6-10.system.skills.stealth.base} (3 different values) 16 (x1) 13 (x2) 10 (x1) [special] : array<> {6-10.system.skills.stealth.special} Length: min=0 max=0 Value type: mixed [arcana] : object {6-10.system.skills.arcana} base : integer {6-10.system.skills.arcana.base} (2 different values) 21 (x1) 18 (x1) [special] : array<> {6-10.system.skills.arcana.special} Length: min=0 max=0 Value type: mixed traits : object {6-10.system.traits} rarity : string {6-10.system.traits.rarity} (4 different values) rare (x12) uncommon (x1) unique (x4) common (x1) size : object {6-10.system.traits.size} value : string {6-10.system.traits.size.value} (3 different values) lg (x4) tiny (x1) med (x13) value : array {6-10.system.traits.value} Length: min=2 max=4 Value type: string {6-10.system.traits.value.[]} (9 different values) undead (x16) unholy (x13) zombie (x13) evil (x1) mindless (x9) tech (x3) vampire (x2) human (x2) humanoid (x2) type : string {6-10.type} (same value: npc)