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Pf2eDataScrapper/output/pf2e/packs/4-11.txt
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4-11
Different values: 15
=====================================
object {4-11}
_id : string {4-11._id} (all different values)
folder : string {4-11.folder} (same value: TulOG3T9F3AjPHdw)
img : string {4-11.img} (2 different values)
systems/pf2e/icons/default-icons/npc.svg (x13)
systems/pf2e/icons/default-icons/hazard.svg (x2)
items : array<object> {4-11.items}
Length: min=1 max=35
Value type: object {4-11.items.[]}
_id : string {4-11.items.[]._id} (183 different values)
img : string {4-11.items.[].img} (84 different values)
name : string {4-11.items.[].name} (133 different values)
sort : integer {4-11.items.[].sort} (36 different values)
system : object {4-11.items.[].system}
[autoHeightenLevel] : object {4-11.items.[].system.autoHeightenLevel}
[value] : integer {4-11.items.[].system.autoHeightenLevel.value} (2 different values)
5 (x3)
8 (x1)
description : object {4-11.items.[].system.description}
value : string {4-11.items.[].system.description.value} (119 different values)
[prepared] : object {4-11.items.[].system.prepared}
value : string {4-11.items.[].system.prepared.value} (2 different values)
innate (x13)
spontaneous (x1)
[flexible] : boolean {4-11.items.[].system.prepared.flexible} (same value: False)
[proficiency] : object {4-11.items.[].system.proficiency}
value : integer {4-11.items.[].system.proficiency.value} (2 different values)
1 (x9)
0 (x5)
publication : object {4-11.items.[].system.publication}
license : string {4-11.items.[].system.publication.license} (2 different values)
OGL (x234)
ORC (x1)
remaster : boolean {4-11.items.[].system.publication.remaster} (2 different values)
False (x234)
True (x1)
title : string {4-11.items.[].system.publication.title} (7 different values)
(x92)
Pathfinder Core Rulebook (x113)
Pathfinder Player Core (x1)
Pathfinder Secrets of Magic (x1)
Pathfinder Advanced Player's Guide (x2)
Pathfinder Bestiary (x23)
Pathfinder Bestiary 2 (x3)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object {4-11.items.[].system.showSlotlessLevels}
value : boolean {4-11.items.[].system.showSlotlessLevels.value} (same value: False)
[slots] : object {4-11.items.[].system.slots}
[slot1] : object {4-11.items.[].system.slots.slot1}
max : integer {4-11.items.[].system.slots.slot1.max} (same value: 4)
value : integer {4-11.items.[].system.slots.slot1.value} (same value: 4)
[slot2] : object {4-11.items.[].system.slots.slot2}
max : integer {4-11.items.[].system.slots.slot2.max} (same value: 4)
value : integer {4-11.items.[].system.slots.slot2.value} (same value: 4)
[slot3] : object {4-11.items.[].system.slots.slot3}
max : integer {4-11.items.[].system.slots.slot3.max} (same value: 4)
value : integer {4-11.items.[].system.slots.slot3.value} (same value: 4)
[slot4] : object {4-11.items.[].system.slots.slot4}
max : integer {4-11.items.[].system.slots.slot4.max} (2 different values)
4 (x1)
3 (x1)
value : integer {4-11.items.[].system.slots.slot4.value} (2 different values)
4 (x1)
3 (x1)
slot5 : object {4-11.items.[].system.slots.slot5}
max : integer {4-11.items.[].system.slots.slot5.max} (same value: 2)
value : integer {4-11.items.[].system.slots.slot5.value} (same value: 2)
[slug] : string {4-11.items.[].system.slug} (87 different values)
[spelldc] : object {4-11.items.[].system.spelldc}
dc : integer {4-11.items.[].system.spelldc.dc} (7 different values)
31 (x2)
17 (x1)
27 (x1)
26 (x7)
24 (x1)
29 (x1)
30 (x1)
[mod] : integer {4-11.items.[].system.spelldc.mod} (same value: 0)
value : integer {4-11.items.[].system.spelldc.value} (5 different values)
21 (x3)
17 (x2)
18 (x6)
16 (x2)
22 (x1)
[item] : integer {4-11.items.[].system.spelldc.item} (same value: 0)
[tradition] : object {4-11.items.[].system.tradition}
value : string {4-11.items.[].system.tradition.value} (2 different values)
occult (x10)
divine (x4)
[area] : object {4-11.items.[].system.area}
type : string {4-11.items.[].system.area.type} (4 different values)
burst (x10)
cone (x1)
emanation (x1)
line (x2)
value : integer {4-11.items.[].system.area.value} (5 different values)
20 (x4)
30 (x4)
60 (x1)
5 (x3)
100 (x2)
[cost] : object {4-11.items.[].system.cost}
value : string {4-11.items.[].system.cost.value} (3 different values)
(x124)
rare candles and incense worth a total value of 50 gp (x1)
rare oils worth a total value of 10 gp × the target's level (x2)
[counteraction] : boolean {4-11.items.[].system.counteraction} (2 different values)
False (x125)
True (x2)
[damage] : object {4-11.items.[].system.damage}
[0] : object {4-11.items.[].system.damage.0}
[applyMod] : boolean {4-11.items.[].system.damage.0.applyMod} (2 different values)
False (x12)
True (x6)
[category] : mixed
formula : string {4-11.items.[].system.damage.0.formula} (12 different values)
6d8 (x1)
6d6 (x2)
1d8 (x3)
12d6 (x1)
2d6 (x1)
2d8 (x2)
1d4 (x2)
2d4 (x4)
8d6 (x4)
0 (x3)
1d6 (x1)
3d8 (x1)
kinds : array<string> {4-11.items.[].system.damage.0.kinds}
Length: min=1 max=2
Value type: string {4-11.items.[].system.damage.0.kinds.[]} (2 different values)
damage (x25)
healing (x3)
materials : array<> {4-11.items.[].system.damage.0.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-11.items.[].system.damage.0.type} (8 different values)
poison (x1)
void (x9)
cold (x3)
bludgeoning (x1)
mental (x8)
untyped (x1)
acid (x1)
force (x1)
[wnlxzlrxtrkk2bh3] : object {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3}
applyMod : boolean {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3.applyMod} (same value: False)
[category] : mixed
formula : string {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3.formula} (same value: 2d8)
kinds : array<string> {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3.kinds}
Length: min=1 max=1
Value type: string {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3.kinds.[]} (same value: damage)
materials : array<> {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3.materials}
Length: min=0 max=0
Value type: mixed
type : string {4-11.items.[].system.damage.wnlxzlrxtrkk2bh3.type} (same value: cold)
[damageType] : string {4-11.items.[].system.damage.damageType} (2 different values)
slashing (x2)
bludgeoning (x1)
[dice] : integer {4-11.items.[].system.damage.dice} (same value: 1)
[die] : string {4-11.items.[].system.damage.die} (2 different values)
d8 (x2)
d6 (x1)
[defense] : object {4-11.items.[].system.defense}
save : object {4-11.items.[].system.defense.save}
basic : boolean {4-11.items.[].system.defense.save.basic} (2 different values)
False (x50)
True (x13)
statistic : string {4-11.items.[].system.defense.save.statistic} (3 different values)
fortitude (x17)
will (x44)
reflex (x2)
[duration] : object {4-11.items.[].system.duration}
sustained : boolean {4-11.items.[].system.duration.sustained} (2 different values)
False (x115)
True (x12)
value : string {4-11.items.[].system.duration.value} (16 different values)
4d12 hours (x1)
varies (x11)
(x44)
up to 10 minutes (x1)
1 minute (x26)
1 hour (x10)
10 minutes (x14)
1 day (x3)
until the next time you make your daily preparations (x4)
5 minutes (x2)
1 year or until dismissed (x2)
1 round (x3)
see below (x3)
unlimited (x1)
until the start of your next turn (x1)
8 hours (x1)
[level] : object {4-11.items.[].system.level}
value : integer {4-11.items.[].system.level.value} (9 different values)
8 (x1)
6 (x2)
5 (x14)
4 (x30)
3 (x20)
2 (x25)
1 (x31)
7 (x4)
0 (x5)
[location] : object {4-11.items.[].system.location}
[value] : string {4-11.items.[].system.location.value} (10 different values)
jOo87RBVmmVfaZJU (x12)
FhIrUHvdH53ghrey (x6)
b70iU5hV08AtqcDw (x13)
6UlwNI4X3CPg9JEG (x9)
jW0BtgVKN8XQhLKs (x3)
oNmHvve4Vcwj6IiO (x12)
guqcEGLb6OHHFXDW (x28)
k1oAvKH4tGhwjVr5 (x21)
6j3vC2OBRq8nReei (x4)
iH7yVlvaFJF7bjNQ (x14)
[heightenedLevel] : integer {4-11.items.[].system.location.heightenedLevel} (7 different values)
8 (x2)
5 (x34)
3 (x11)
2 (x14)
4 (x25)
7 (x4)
1 (x9)
[uses] : object {4-11.items.[].system.location.uses}
max : integer {4-11.items.[].system.location.uses.max} (3 different values)
3 (x3)
1 (x1)
2 (x3)
value : integer {4-11.items.[].system.location.uses.value} (3 different values)
3 (x3)
1 (x1)
2 (x3)
[range] : object {4-11.items.[].system.range}
value : string {4-11.items.[].system.range.value} (10 different values)
(x17)
30 feet (x33)
touch (x30)
120 feet (x23)
500 feet (x9)
see text (x2)
planetary (x4)
varies (x3)
10 feet (x2)
60 feet (x4)
[requirements] : string {4-11.items.[].system.requirements} (2 different values)
(x126)
You're a living creature (x1)
[ritual] : object {4-11.items.[].system.ritual}
primary : object {4-11.items.[].system.ritual.primary}
check : string {4-11.items.[].system.ritual.primary.check} (4 different values)
Nature (master) (x1)
Occultism (expert) or Religion (expert) (x1)
Arcana (expert), Occultism (expert), or Religion (expert) (x2)
Religion (expert; you must be a daemon or an urdefhan) (x1)
secondary : object {4-11.items.[].system.ritual.secondary}
casters : integer {4-11.items.[].system.ritual.secondary.casters} (2 different values)
1 (x2)
0 (x3)
checks : string {4-11.items.[].system.ritual.secondary.checks} (3 different values)
Survival (x1)
Occultism or Religion (whichever isn't used for the primary check) (x1)
(x3)
[target] : object {4-11.items.[].system.target}
value : string {4-11.items.[].system.target.value} (20 different values)
(x42)
1 creature (x46)
1 corpse (x2)
1 mindless undead creature with a level no greater than bind undead's spell rank (x1)
1 creature you know by name and have met in person (x2)
1 living creature (x7)
1 living creature that has 0 HP (x3)
1 living creature or 1 willing undead creature (x3)
all creatures in range (x3)
1 living or undead creature (x2)
self and rider (x3)
1 creature you know by name (x2)
1 creature of a level no greater than double the inveigle ritual's level (x2)
self (x2)
1 willing creature (x2)
1 unattended object or willing creature (x1)
1 spell effect or unattended magic item (x1)
enemies in the area (x1)
1 creature that isn't on its home plane (x1)
1 falling creature (x1)
[time] : object {4-11.items.[].system.time}
value : string {4-11.items.[].system.time.value} (9 different values)
1 day (x4)
2 (x82)
1 hour (x1)
3 (x7)
10 minutes (x15)
1 minute (x9)
1 to 3 (x3)
1 (x4)
reaction (x2)
[traits] : object {4-11.items.[].system.traits}
[rarity] : string {4-11.items.[].system.traits.rarity} (2 different values)
uncommon (x19)
common (x186)
[traditions] : array<string> {4-11.items.[].system.traits.traditions}
Length: min=0 max=4
Value type: string {4-11.items.[].system.traits.traditions.[]} (4 different values)
arcane (x98)
primal (x27)
divine (x52)
occult (x107)
value : array<string> {4-11.items.[].system.traits.value}
Length: min=0 max=7
Value type: string {4-11.items.[].system.traits.value.[]} (49 different values)
[heightening] : object {4-11.items.[].system.heightening}
[damage] : object {4-11.items.[].system.heightening.damage}
0 : string {4-11.items.[].system.heightening.damage.0} (6 different values)
1d8 (x6)
2d6 (x7)
1d6 (x5)
1d4 (x3)
2d4 (x3)
2d8 (x1)
[wnlxzlrxtrkk2bh3] : string {4-11.items.[].system.heightening.damage.wnlxzlrxtrkk2bh3} (same value: 1d8)
[interval] : integer {4-11.items.[].system.heightening.interval} (2 different values)
1 (x19)
2 (x6)
type : string {4-11.items.[].system.heightening.type} (2 different values)
interval (x25)
fixed (x26)
[levels] : object {4-11.items.[].system.heightening.levels}
[4] : object {4-11.items.[].system.heightening.levels.4}
[target] : object {4-11.items.[].system.heightening.levels.4.target}
value : string {4-11.items.[].system.heightening.levels.4.target.value} (same value: 10 creatures you know by name and have met in person)
area : object {4-11.items.[].system.heightening.levels.4.area}
areaType : string {4-11.items.[].system.heightening.levels.4.area.areaType} (same value: emanation)
value : string {4-11.items.[].system.heightening.levels.4.area.value} (same value: 20)
range : object {4-11.items.[].system.heightening.levels.4.range}
value : string {4-11.items.[].system.heightening.levels.4.range.value} (same value: 20 feet)
[8] : object {4-11.items.[].system.heightening.levels.8}
target : object {4-11.items.[].system.heightening.levels.8.target}
value : string {4-11.items.[].system.heightening.levels.8.target.value} (same value: 10 creatures)
[7] : object {4-11.items.[].system.heightening.levels.7}
target : object {4-11.items.[].system.heightening.levels.7.target}
value : string {4-11.items.[].system.heightening.levels.7.target.value} (2 different values)
10 creatures (x3)
6 creatures (x1)
[9] : object {4-11.items.[].system.heightening.levels.9}
[range] : object {4-11.items.[].system.heightening.levels.9.range}
value : string {4-11.items.[].system.heightening.levels.9.range.value} (same value: 30 feet)
target : object {4-11.items.[].system.heightening.levels.9.target}
value : string {4-11.items.[].system.heightening.levels.9.target.value} (2 different values)
you and up to five additional willing creatures (x1)
10 creatures that aren't on their home plane (x1)
[6] : object {4-11.items.[].system.heightening.levels.6}
[target] : object {4-11.items.[].system.heightening.levels.6.target}
value : string {4-11.items.[].system.heightening.levels.6.target.value} (2 different values)
5 creatures (x2)
10 creatures (x1)
[3] : object {4-11.items.[].system.heightening.levels.3}
[range] : object {4-11.items.[].system.heightening.levels.3.range}
value : string {4-11.items.[].system.heightening.levels.3.range.value} (same value: 500 feet)
[target] : object {4-11.items.[].system.heightening.levels.3.target}
value : string {4-11.items.[].system.heightening.levels.3.target.value} (same value: 5 creatures)
[5] : object {4-11.items.[].system.heightening.levels.5}
range : object {4-11.items.[].system.heightening.levels.5.range}
value : string {4-11.items.[].system.heightening.levels.5.range.value} (same value: 1 mile)
[overlays] : object {4-11.items.[].system.overlays}
[4gyp3qlsv5ywdyjq] : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq}
_id : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq._id} (same value: 4gyp3qlsv5ywdyjq)
name : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.name} (same value: Harm (vs. Undead))
overlayType : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.sort} (same value: 3)
system : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system}
damage : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage}
0 : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0}
formula : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.formula} (same value: 1d8+8)
kinds : array<string> {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.damage.0.kinds.[]} (same value: healing)
[defense] : mixed
heightening : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening}
damage : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage}
0 : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.heightening.damage.0} (same value: 1d8+8)
range : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range}
value : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.range.value} (same value: 30 feet)
target : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target}
value : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.target.value} (same value: 1 willing undead creature)
time : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time}
value : string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.time.value} (same value: 2)
traits : object {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits}
value : array<string> {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value}
Length: min=3 max=3
Value type: string {4-11.items.[].system.overlays.4gyp3qlsv5ywdyjq.system.traits.value.[]} (3 different values)
concentrate (x3)
manipulate (x3)
void (x3)
[pq7cxntbz4s8g5ik] : object {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik}
_id : string {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik._id} (same value: pq7cxntbz4s8g5ik)
overlayType : string {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.sort} (same value: 1)
system : object {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.system}
range : object {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range}
value : string {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.system.range.value} (same value: touch)
time : object {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time}
value : string {4-11.items.[].system.overlays.pq7cxntbz4s8g5ik.system.time.value} (same value: 1)
[rvhoa43rqqqp8izn] : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn}
_id : string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn._id} (same value: rvhoa43rqqqp8izn)
overlayType : string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.sort} (same value: 4)
system : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system}
area : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.area}
type : string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.type} (same value: emanation)
value : integer {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.area.value} (same value: 30)
range : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.range}
value : string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.range.value} (same value: )
target : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.target}
value : string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.target.value} (same value: all living and undead creatures)
time : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.time}
value : string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.time.value} (same value: 3)
traits : object {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits}
value : array<string> {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value}
Length: min=3 max=3
Value type: string {4-11.items.[].system.overlays.rvhoa43rqqqp8izn.system.traits.value.[]} (3 different values)
concentrate (x3)
manipulate (x3)
void (x3)
[z04svm1cvfcxtplb] : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb}
_id : string {4-11.items.[].system.overlays.z04svm1cvfcxtplb._id} (same value: z04svm1cvfcxtplb)
name : string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.name} (same value: Harm (vs. Living))
overlayType : string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.z04svm1cvfcxtplb.sort} (same value: 2)
system : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system}
damage : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.damage}
0 : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0}
kinds : array<string> {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds}
Length: min=1 max=1
Value type: string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.damage.0.kinds.[]} (same value: damage)
range : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.range}
value : string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.range.value} (same value: 30 feet)
target : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.target}
value : string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.target.value} (same value: 1 living creature)
time : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.time}
value : string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.time.value} (same value: 2)
traits : object {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.traits}
value : array<string> {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value}
Length: min=3 max=3
Value type: string {4-11.items.[].system.overlays.z04svm1cvfcxtplb.system.traits.value.[]} (3 different values)
concentrate (x3)
manipulate (x3)
void (x3)
[2I469pfbYcmFvzOA] : object {4-11.items.[].system.overlays.2I469pfbYcmFvzOA}
_id : string {4-11.items.[].system.overlays.2I469pfbYcmFvzOA._id} (same value: 2I469pfbYcmFvzOA)
name : string {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.name} (same value: Telekinetic Projectile (Bludgeoning))
overlayType : string {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.sort} (same value: 1)
system : object {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.system}
damage : object {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage}
0 : object {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0}
[category] : mixed
type : string {4-11.items.[].system.overlays.2I469pfbYcmFvzOA.system.damage.0.type} (same value: bludgeoning)
[cUFX7ExSLeoa3vIF] : object {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF}
_id : string {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF._id} (same value: cUFX7ExSLeoa3vIF)
name : string {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.name} (same value: Telekinetic Projectile (Piercing))
overlayType : string {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.sort} (same value: 2)
system : object {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.system}
damage : object {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage}
0 : object {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0}
[category] : mixed
type : string {4-11.items.[].system.overlays.cUFX7ExSLeoa3vIF.system.damage.0.type} (same value: piercing)
[zFWsMjoeCnLxqJaV] : object {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV}
_id : string {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV._id} (same value: zFWsMjoeCnLxqJaV)
name : string {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.name} (same value: Telekinetic Projectile (Slashing))
overlayType : string {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.overlayType} (same value: override)
sort : integer {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.sort} (same value: 3)
system : object {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.system}
damage : object {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage}
0 : object {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0}
[category] : mixed
type : string {4-11.items.[].system.overlays.zFWsMjoeCnLxqJaV.system.damage.0.type} (same value: slashing)
[attack] : object {4-11.items.[].system.attack}
value : string {4-11.items.[].system.attack.value} (same value: )
[attackEffects] : object {4-11.items.[].system.attackEffects}
[custom] : string {4-11.items.[].system.attackEffects.custom} (same value: )
value : array<string> {4-11.items.[].system.attackEffects.value}
Length: min=0 max=1
Value type: string {4-11.items.[].system.attackEffects.value.[]} (4 different values)
grab (x4)
endless-nightmare (x2)
knockdown (x4)
wicked-bite (x2)
[bonus] : object {4-11.items.[].system.bonus}
value : integer {4-11.items.[].system.bonus.value} (9 different values)
23 (x3)
20 (x5)
19 (x1)
18 (x3)
16 (x2)
22 (x8)
0 (x3)
15 (x1)
21 (x2)
[damageRolls] : object {4-11.items.[].system.damageRolls}
[glqgj32mevfa9m550jp4] : object {4-11.items.[].system.damageRolls.glqgj32mevfa9m550jp4}
damage : string {4-11.items.[].system.damageRolls.glqgj32mevfa9m550jp4.damage} (same value: 2d8 + 12)
damageType : string {4-11.items.[].system.damageRolls.glqgj32mevfa9m550jp4.damageType} (same value: slashing)
[7p04ierrpdhy1lk043xz] : object {4-11.items.[].system.damageRolls.7p04ierrpdhy1lk043xz}
damage : string {4-11.items.[].system.damageRolls.7p04ierrpdhy1lk043xz.damage} (same value: 2d12 + 12)
damageType : string {4-11.items.[].system.damageRolls.7p04ierrpdhy1lk043xz.damageType} (same value: void)
[0] : object {4-11.items.[].system.damageRolls.0}
damage : string {4-11.items.[].system.damageRolls.0.damage} (11 different values)
2d4 + 9 (x1)
2d6 + 9 (x1)
4d8 + 2 (x1)
2d8 + 11 (x1)
2d12 + 11 (x1)
4d8 - 2 (x1)
2d8+9 (x1)
2d12+9 (x1)
2d8 + 12 (x1)
2d12 + 12 (x1)
2d6+8 (x2)
damageType : string {4-11.items.[].system.damageRolls.0.damageType} (4 different values)
bludgeoning (x4)
slashing (x1)
void (x2)
piercing (x5)
[4dqczvp8tr2djyih7lkw] : object {4-11.items.[].system.damageRolls.4dqczvp8tr2djyih7lkw}
damage : string {4-11.items.[].system.damageRolls.4dqczvp8tr2djyih7lkw.damage} (same value: 1d6)
damageType : string {4-11.items.[].system.damageRolls.4dqczvp8tr2djyih7lkw.damageType} (same value: cold)
[tmmfdu8em9eeqdhssfor] : object {4-11.items.[].system.damageRolls.tmmfdu8em9eeqdhssfor}
damage : string {4-11.items.[].system.damageRolls.tmmfdu8em9eeqdhssfor.damage} (same value: 1d6)
damageType : string {4-11.items.[].system.damageRolls.tmmfdu8em9eeqdhssfor.damageType} (same value: cold)
[37n5ctsnmpa4visxcesk] : object {4-11.items.[].system.damageRolls.37n5ctsnmpa4visxcesk}
damage : string {4-11.items.[].system.damageRolls.37n5ctsnmpa4visxcesk.damage} (2 different values)
2d10 + 8 (x1)
2d10 + 9 (x1)
damageType : string {4-11.items.[].system.damageRolls.37n5ctsnmpa4visxcesk.damageType} (same value: piercing)
[s5drabfyhg8fwmzvid9y] : object {4-11.items.[].system.damageRolls.s5drabfyhg8fwmzvid9y}
damage : string {4-11.items.[].system.damageRolls.s5drabfyhg8fwmzvid9y.damage} (same value: 1d6)
damageType : string {4-11.items.[].system.damageRolls.s5drabfyhg8fwmzvid9y.damageType} (same value: spirit)
[fj0pge7sp6mqmbl9ivn8] : object {4-11.items.[].system.damageRolls.fj0pge7sp6mqmbl9ivn8}
damage : string {4-11.items.[].system.damageRolls.fj0pge7sp6mqmbl9ivn8.damage} (2 different values)
1d8 + 8 (x1)
1d8 + 9 (x1)
damageType : string {4-11.items.[].system.damageRolls.fj0pge7sp6mqmbl9ivn8.damageType} (same value: bludgeoning)
[3ukubwqjozdrn1hku9zh] : object {4-11.items.[].system.damageRolls.3ukubwqjozdrn1hku9zh}
damage : string {4-11.items.[].system.damageRolls.3ukubwqjozdrn1hku9zh.damage} (same value: 1d6)
damageType : string {4-11.items.[].system.damageRolls.3ukubwqjozdrn1hku9zh.damageType} (same value: spirit)
[ze5vpj7fkh010vy3cpwj] : object {4-11.items.[].system.damageRolls.ze5vpj7fkh010vy3cpwj}
damage : string {4-11.items.[].system.damageRolls.ze5vpj7fkh010vy3cpwj.damage} (2 different values)
1d8 (x1)
2d8 (x1)
damageType : string {4-11.items.[].system.damageRolls.ze5vpj7fkh010vy3cpwj.damageType} (same value: fire)
[etHz8SV2mH3UF4gb] : object {4-11.items.[].system.damageRolls.etHz8SV2mH3UF4gb}
damage : string {4-11.items.[].system.damageRolls.etHz8SV2mH3UF4gb.damage} (same value: 2d8 + 12)
damageType : string {4-11.items.[].system.damageRolls.etHz8SV2mH3UF4gb.damageType} (same value: slashing)
[rajPp2LwXISxE7MI] : object {4-11.items.[].system.damageRolls.rajPp2LwXISxE7MI}
damage : string {4-11.items.[].system.damageRolls.rajPp2LwXISxE7MI.damage} (2 different values)
2d8 + 9 (x1)
2d10 + 12 (x1)
damageType : string {4-11.items.[].system.damageRolls.rajPp2LwXISxE7MI.damageType} (same value: slashing)
[QoJHLkW2gJjOLhrB] : object {4-11.items.[].system.damageRolls.QoJHLkW2gJjOLhrB}
damage : string {4-11.items.[].system.damageRolls.QoJHLkW2gJjOLhrB.damage} (2 different values)
2d10 + 9 (x1)
2d12 + 12 (x1)
damageType : string {4-11.items.[].system.damageRolls.QoJHLkW2gJjOLhrB.damageType} (same value: piercing)
[9ecoenk1zkglkbnixi17] : object {4-11.items.[].system.damageRolls.9ecoenk1zkglkbnixi17}
damage : string {4-11.items.[].system.damageRolls.9ecoenk1zkglkbnixi17.damage} (same value: 2d8+11)
damageType : string {4-11.items.[].system.damageRolls.9ecoenk1zkglkbnixi17.damageType} (same value: bludgeoning)
oox5ghubp1cp4x2jeuoq : object {4-11.items.[].system.damageRolls.oox5ghubp1cp4x2jeuoq}
damage : string {4-11.items.[].system.damageRolls.oox5ghubp1cp4x2jeuoq.damage} (same value: 3d6+11)
damageType : string {4-11.items.[].system.damageRolls.oox5ghubp1cp4x2jeuoq.damageType} (same value: piercing)
[weaponType] : object {4-11.items.[].system.weaponType}
value : string {4-11.items.[].system.weaponType.value} (2 different values)
melee (x24)
ranged (x1)
[actionType] : object {4-11.items.[].system.actionType}
value : string {4-11.items.[].system.actionType.value} (3 different values)
passive (x30)
reaction (x5)
action (x29)
[actions] : object {4-11.items.[].system.actions}
[value] : integer {4-11.items.[].system.actions.value} (3 different values)
3 (x2)
2 (x9)
1 (x18)
[category] : string {4-11.items.[].system.category} (4 different values)
interaction (x11)
defensive (x16)
offensive (x35)
martial (x3)
[baseItem] : string {4-11.items.[].system.baseItem} (3 different values)
spiked-chain (x1)
kukri (x1)
warhammer (x1)
[bulk] : object {4-11.items.[].system.bulk}
value : mixed
integer {4-11.items.[].system.bulk.value} (2 different values)
0 (x2)
1 (x2)
float {4-11.items.[].system.bulk.value} (same value: 0,1)
[containerId] : mixed
[equipped] : object {4-11.items.[].system.equipped}
carryType : string {4-11.items.[].system.equipped.carryType} (2 different values)
worn (x3)
held (x2)
handsHeld : integer {4-11.items.[].system.equipped.handsHeld} (3 different values)
0 (x3)
1 (x1)
2 (x1)
[invested] : mixed
[hardness] : integer {4-11.items.[].system.hardness} (same value: 0)
[hp] : object {4-11.items.[].system.hp}
max : integer {4-11.items.[].system.hp.max} (same value: 0)
value : integer {4-11.items.[].system.hp.value} (same value: 0)
[material] : object {4-11.items.[].system.material}
[grade] : mixed
[type] : mixed
[price] : object {4-11.items.[].system.price}
value : object {4-11.items.[].system.price.value}
[gp] : integer {4-11.items.[].system.price.value.gp} (2 different values)
3 (x1)
1 (x1)
[sp] : integer {4-11.items.[].system.price.value.sp} (same value: 6)
[quantity] : integer {4-11.items.[].system.quantity} (same value: 1)
[size] : string {4-11.items.[].system.size} (same value: med)
[usage] : object {4-11.items.[].system.usage}
value : string {4-11.items.[].system.usage.value} (2 different values)
held-in-one-hand (x4)
held-in-two-hands (x1)
[frequency] : object {4-11.items.[].system.frequency}
max : integer {4-11.items.[].system.frequency.max} (same value: 1)
per : string {4-11.items.[].system.frequency.per} (2 different values)
day (x3)
round (x1)
value : integer {4-11.items.[].system.frequency.value} (same value: 1)
[bonusDamage] : object {4-11.items.[].system.bonusDamage}
value : integer {4-11.items.[].system.bonusDamage.value} (same value: 0)
[group] : string {4-11.items.[].system.group} (3 different values)
flail (x1)
knife (x1)
hammer (x1)
[reload] : object {4-11.items.[].system.reload}
value : string {4-11.items.[].system.reload.value} (same value: )
[runes] : object {4-11.items.[].system.runes}
potency : integer {4-11.items.[].system.runes.potency} (same value: 1)
property : array<string> {4-11.items.[].system.runes.property}
Length: min=0 max=1
Value type: string {4-11.items.[].system.runes.property.[]} (same value: ghostTouch)
striking : integer {4-11.items.[].system.runes.striking} (same value: 1)
[splashDamage] : object {4-11.items.[].system.splashDamage}
[value] : integer {4-11.items.[].system.splashDamage.value} (same value: 0)
[deathNote] : boolean {4-11.items.[].system.deathNote} (same value: True)
type : string {4-11.items.[].type} (6 different values)
spellcastingEntry (x14)
spell (x127)
melee (x25)
action (x64)
equipment (x2)
weapon (x3)
[_stats] : object {4-11.items.[]._stats}
compendiumSource : string {4-11.items.[]._stats.compendiumSource} (86 different values)
[flags] : object {4-11.items.[].flags}
pf2e : object {4-11.items.[].flags.pf2e}
linkedWeapon : string {4-11.items.[].flags.pf2e.linkedWeapon} (3 different values)
mmBS9EWSbZkatu0e (x1)
xuheW5c3xyUS2F9E (x1)
Ym5lHTSIM5818EUZ (x1)
name : string {4-11.name} (all different values)
[prototypeToken] : object {4-11.prototypeToken}
name : string {4-11.prototypeToken.name} (9 different values)
Grave Hag (x1)
Winter Hag (x1)
Deimostride (x2)
Animate Dream (x2)
Palace Skelm (x1)
Transformed Bremix (x2)
Transformed Narcela (x2)
Urdefhan Blood Mage (x1)
Urdefhan High Tormentor (x1)
system : object {4-11.system}
[abilities] : object {4-11.system.abilities}
cha : object {4-11.system.abilities.cha}
mod : integer {4-11.system.abilities.cha.mod} (6 different values)
4 (x2)
6 (x3)
2 (x2)
3 (x3)
5 (x2)
7 (x1)
con : object {4-11.system.abilities.con}
mod : integer {4-11.system.abilities.con.mod} (3 different values)
4 (x2)
3 (x9)
5 (x2)
dex : object {4-11.system.abilities.dex}
mod : integer {4-11.system.abilities.dex.mod} (4 different values)
3 (x3)
2 (x3)
4 (x6)
5 (x1)
int : object {4-11.system.abilities.int}
mod : integer {4-11.system.abilities.int.mod} (6 different values)
6 (x2)
4 (x3)
1 (x2)
2 (x1)
0 (x4)
3 (x1)
str : object {4-11.system.abilities.str}
mod : integer {4-11.system.abilities.str.mod} (5 different values)
6 (x6)
4 (x2)
7 (x2)
-5 (x2)
5 (x1)
wis : object {4-11.system.abilities.wis}
mod : integer {4-11.system.abilities.wis.mod} (6 different values)
3 (x5)
4 (x1)
5 (x2)
2 (x2)
0 (x2)
6 (x1)
attributes : object {4-11.system.attributes}
ac : object {4-11.system.attributes.ac}
[details] : string {4-11.system.attributes.ac.details} (same value: )
value : integer {4-11.system.attributes.ac.value} (8 different values)
30 (x3)
26 (x4)
29 (x2)
25 (x1)
22 (x1)
28 (x1)
23 (x1)
27 (x2)
[allSaves] : object {4-11.system.attributes.allSaves}
value : string {4-11.system.attributes.allSaves.value} (4 different values)
+1 status to all saves vs. magic (x3)
(x6)
+2 Status to All Saves vs. Death Effects, Disease, and Poison (x1)
-2 to all saves vs. emotion effects (x3)
hp : object {4-11.system.attributes.hp}
details : string {4-11.system.attributes.hp.details} (4 different values)
(x11)
HP is per facet; BT is 22 (x1)
HP is per facet (x1)
void healing (x2)
max : integer {4-11.system.attributes.hp.max} (13 different values)
175 (x1)
165 (x2)
120 (x1)
180 (x1)
90 (x2)
135 (x1)
24 (x1)
20 (x1)
155 (x1)
170 (x1)
215 (x1)
140 (x1)
195 (x1)
temp : integer {4-11.system.attributes.hp.temp} (same value: 0)
value : integer {4-11.system.attributes.hp.value} (13 different values)
175 (x1)
165 (x2)
120 (x1)
180 (x1)
90 (x2)
135 (x1)
24 (x1)
20 (x1)
155 (x1)
170 (x1)
215 (x1)
140 (x1)
195 (x1)
[immunities] : array<object> {4-11.system.attributes.immunities}
Length: min=1 max=5
Value type: object {4-11.system.attributes.immunities.[]}
type : string {4-11.system.attributes.immunities.[].type} (12 different values)
void (x1)
cold (x1)
disease (x4)
paralyzed (x2)
poison (x2)
precision (x4)
sleep (x4)
critical-hits (x2)
possession (x1)
controlled (x2)
death-effects (x1)
fear-effects (x2)
[exceptions] : array<> {4-11.system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
[speed] : object {4-11.system.attributes.speed}
otherSpeeds : array<object> {4-11.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {4-11.system.attributes.speed.otherSpeeds.[]}
type : string {4-11.system.attributes.speed.otherSpeeds.[].type} (2 different values)
climb (x1)
fly (x4)
value : integer {4-11.system.attributes.speed.otherSpeeds.[].value} (4 different values)
25 (x1)
90 (x1)
120 (x1)
40 (x2)
value : integer {4-11.system.attributes.speed.value} (5 different values)
25 (x8)
40 (x1)
60 (x1)
0 (x2)
30 (x1)
[details] : string {4-11.system.attributes.speed.details} (same value: ice climb only)
[weaknesses] : array<object> {4-11.system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {4-11.system.attributes.weaknesses.[]}
type : string {4-11.system.attributes.weaknesses.[].type} (3 different values)
cold-iron (x7)
fire (x1)
vitality (x2)
value : integer {4-11.system.attributes.weaknesses.[].value} (3 different values)
10 (x7)
5 (x2)
8 (x1)
[exceptions] : array<> {4-11.system.attributes.weaknesses.[].exceptions}
Length: min=0 max=0
Value type: mixed
[adjustment] : mixed
[resistances] : array<object> {4-11.system.attributes.resistances}
Length: min=1 max=1
Value type: object {4-11.system.attributes.resistances.[]}
type : string {4-11.system.attributes.resistances.[].type} (2 different values)
fire (x2)
all-damage (x2)
value : integer {4-11.system.attributes.resistances.[].value} (3 different values)
10 (x1)
15 (x1)
5 (x2)
doubleVs : array<string> {4-11.system.attributes.resistances.[].doubleVs}
Length: min=0 max=1
Value type: string {4-11.system.attributes.resistances.[].doubleVs.[]} (same value: non-magical)
exceptions : array<string> {4-11.system.attributes.resistances.[].exceptions}
Length: min=0 max=3
Value type: string {4-11.system.attributes.resistances.[].exceptions.[]} (3 different values)
force (x2)
ghost-touch (x2)
void (x2)
[emitsSound] : string {4-11.system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {4-11.system.attributes.hardness} (2 different values)
12 (x1)
10 (x1)
[stealth] : object {4-11.system.attributes.stealth}
details : string {4-11.system.attributes.stealth.details} (same value: <p>(expert)</p>)
value : integer {4-11.system.attributes.stealth.value} (2 different values)
23 (x1)
20 (x1)
details : object {4-11.system.details}
[blurb] : string {4-11.system.details.blurb} (6 different values)
(x8)
Elite Nightmare (x1)
Weak Greater Nightmare (x1)
Weak Animate Dream (x1)
Variant palace skelm (x1)
Variant soul skelm (x1)
[languages] : object {4-11.system.details.languages}
details : string {4-11.system.details.languages.details} (3 different values)
(x9)
telepathy 100 feet (x2)
tongues (x2)
value : array<string> {4-11.system.details.languages.value}
Length: min=0 max=4
Value type: string {4-11.system.details.languages.value.[]} (8 different values)
aklo (x7)
common (x7)
jotun (x2)
necril (x1)
chthonian (x2)
daemonic (x4)
diabolic (x2)
sakvroth (x2)
level : object {4-11.system.details.level}
value : integer {4-11.system.details.level.value} (4 different values)
10 (x5)
8 (x5)
7 (x3)
9 (x2)
[privateNotes] : string {4-11.system.details.privateNotes} (same value: )
[publicNotes] : string {4-11.system.details.publicNotes} (9 different values)
<p>Rot-skinned grave hags usually lair in cemeteries, mausoleums, and other burial sites; unlike most hags, they can't alter their appearance into a comely shape, so they hide from most observers. Grave hags consider such a predatory life hiding out in graveyards to be pitiful and squalid-they prefer to dwell in lands where necromancy is common and undeath isn't unusual. These grave hags become adept at necromantic magic and love posing as scholars. Schemers and plotters, they surround themselves with minions whom they send on missions to collect corpses for ghastly rituals.</p>
<hr />
<p>Hags are surprisingly diverse, both in abilities and in their terrain.</p> (x1)
<p>On long, dark winter nights, folk at the edges of civilization have learned to be wary of old women who come knocking at their door. They look for her tracks in the snow and other telltale signs to make sure she isn't a winter hag who plans to drag them off and feast on their bones.</p>
<p>In truth, winter hags are more subtle monsters, entrapping humanoids in schemes that create mistrust and anger within a village before picking off the residents one or two at a time, heightening the fear and anger of those who remain. When her work is done, a winter hag revels in the silence of a frost-rimed village in which no hearth fires are left burning.</p>
<hr />
<p>Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.</p> (x1)
<p>Nightmares are flaming equine harbingers of death.</p> (x1)
<p>The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.</p>
<hr />
<p>Nightmares are flaming equine harbingers of death.</p> (x1)
<p>An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.</p>
<p>Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.</p>
<p>An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.</p>
<p>An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.</p> (x2)
<p>Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station.</p>
<p>Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power-especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others' speech, sowing confusion and hatred that might explode into violence.</p>
<p>A political upheaval is a palace skelm's greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm.</p>
<hr />
<p>Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.</p>
<p>An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.</p>
<p>Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.</p> (x3)
(x2)
<p>Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their fellow urdefhans, as it shows they have survived many bargains with eerie occult patrons.</p>
<hr />
<p>Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world's end.</p> (x1)
<p>An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners.</p>
<hr />
<p>Urdefhans believe themselves to be spawn of the First Horseman of the Apocalypse, who planted them on the Material Plane to serve as harbingers of the end times. These warmongering humanoids live in groups called cults in the Darklands vaults of Orv</p>
<hr />
<p>The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Horsemen of the Apocalypse to serve as agents of the end times within the Material Plane. Urdefhans continue to honor their creators by worshipping the wretched beings who rule over the plane of Abaddon, and like their fiendish lieges, urdefhans exist for one reason and one reason alone: to kill.</p>
<p>While urdefhans are humanoid and dwell together in large groups, this is where their similarities to surface ancestries end. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. This, combined with their gaping maws full of sharp fangs, works to create the false impression that these beings are some sort of vampiric undead, not creatures of living flesh and blood. When an urdefhan's life comes to an end, their flesh quickly curdles and then bursts in a wave of awful corruption that spreads to the flesh of other creatures in the area. The typical urdefhan views their eventual demise as a disappointment, for once they're dead, their chances to kill will finally come to an end.</p>
<p>Urdefhans' primary concern is death and how to inflict it in the goriest, most painful, and widespread ways. Beyond this ethos of violence, urdefhans concern themselves only tangentially with matters such as formal modes of warfare or aspects of their damnable religion. When an urdefhan is not actively engaged in violence, their giddy cruelty is tempered only by a sense of self-preservation that ensures they survive long enough to spread the "blessings" of their daemonic patrons. They pass the time between wars inventing new weapons, developing new diseases, and researching awful new magic, all in preparation for the next inevitable conflict.</p> (x1)
publication : object {4-11.system.details.publication}
license : string {4-11.system.details.publication.license} (same value: OGL)
remaster : boolean {4-11.system.details.publication.remaster} (same value: False)
title : string {4-11.system.details.publication.title} (same value: Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle)
[description] : string {4-11.system.details.description} (same value: <p>Spectral hag claws reach out from the walls of the gem-like chamber to grab the PCs' souls and pull them into the trap's onyx facets.</p>)
[disable] : string {4-11.system.details.disable} (2 different values)
<p>@Check[thievery|dc:28] (expert) or @Check[crafting|dc:28](expert) to find the weak spot and crack each facet, or dispel magic (5th level; counteract DC 26) to counteract each facet; the hazard has a number of facets equal to the number of PCs.</p> (x1)
<p>@Check[thievery|dc:25] (expert) or @Check[crafting|dc:25](expert) to find the weak spot and crack each facet, or dispel magic (4th level; counteract DC 23) to counteract each facet; the hazard has a number of facets equal to the number of PCs.</p> (x1)
[isComplex] : boolean {4-11.system.details.isComplex} (same value: True)
[reset] : string {4-11.system.details.reset} (same value: )
[routine] : string {4-11.system.details.routine} (2 different values)
<p>The hazard gains a number of actions equal to the number of PCs; it loses 1 action each round for each facet that has been disabled. Each claw tears at a different PC, who takes @Damage[(2d10+13)[mental]]{2d10 + 13 mental damage} (basic @Check[will|dc:30] save). On a failure, they are @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] by the claw (@UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 28). On a critical failure, or on a failure if they are already grabbed, they have their soul ripped from their body, which falls @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]. Each round on their turn, the soul can attempt a @Check[intimidation|dc:28], @Check[occultism|dc:28], or @Check[survival|dc:28] check to fortify itself and return to its body as a three-action activity. The possible outcomes are as follows.</p>
<hr>
<p><strong>Critical Success</strong> The soul returns to their body, which loses the unconscious condition.</p>
<p><strong>Success</strong> The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.</p>
<p><strong>Failure</strong> The soul makes no progress toward escape.</p>
<p><strong>Critical Failure</strong> The soul makes no progress toward escape and the target takes @Damage[(2d10+13)[mental]]{2d10 + 13 mental damage} until they are reduced to 0 Hit Points, after which they remain in captivity until the trap is defeated.</p>
<hr>
<p>Each claw focuses on its target until the target is reduced to 0 Hit Points, after which it takes no action on its turn unless another facet is disabled or its target regains Hit Points.</p> (x1)
<p>The hazard gains a number of actions equal to the number of PCs; it loses 1 action each round for each facet that has been disabled. Each claw tears at a different PC, who takes @Damage[(2d10+9)[mental]]{2d10 + 9 mental damage} (basic @Check[will|dc:27] save). On a failure, they are @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] by the claw (@UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 25). On a critical failure, or on a failure if they are already grabbed, they have their soul ripped from their body, which falls @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]. Each round on their turn, the soul can attempt a @Check[intimidation|dc:25], @Check[occultism|dc:25], or @Check[survival|dc:25] check to fortify itself and return to its body as a three-action activity. The possible outcomes are as follows.</p>
<hr>
<p><strong>Critical Success</strong> The soul returns to their body, which loses the unconscious condition.</p>
<p><strong>Success</strong> The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.</p>
<p><strong>Failure</strong> The soul makes no progress toward escape.</p>
<p><strong>Critical Failure</strong> The soul makes no progress toward escape and the target takes @Damage[(2d10+9)[mental]]{2d10 + 9 mental damage} until they are reduced to 0 Hit Points, after which they remain in captivity until the trap is defeated.</p>
<hr>
<p>Each claw focuses on its target until the target is reduced to 0 Hit Points, after which it takes no action on its turn unless another facet is disabled or its target regains Hit Points.</p> (x1)
[initiative] : object {4-11.system.initiative}
statistic : string {4-11.system.initiative.statistic} (same value: perception)
[perception] : object {4-11.system.perception}
details : string {4-11.system.perception.details} (2 different values)
(x12)
snow vision (x1)
mod : integer {4-11.system.perception.mod} (8 different values)
20 (x2)
18 (x1)
16 (x2)
17 (x3)
12 (x1)
15 (x2)
19 (x1)
22 (x1)
senses : array<object> {4-11.system.perception.senses}
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Value type: object {4-11.system.perception.senses.[]}
type : string {4-11.system.perception.senses.[].type} (4 different values)
darkvision (x9)
see-invisibility (x1)
scent (x3)
greater-darkvision (x2)
[acuity] : string {4-11.system.perception.senses.[].acuity} (same value: imprecise)
[range] : integer {4-11.system.perception.senses.[].range} (same value: 30)
[resources] : object {4-11.system.resources}
[focus] : object {4-11.system.resources.focus}
max : integer {4-11.system.resources.focus.max} (2 different values)
0 (x1)
1 (x9)
value : integer {4-11.system.resources.focus.value} (2 different values)
0 (x1)
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saves : object {4-11.system.saves}
fortitude : object {4-11.system.saves.fortitude}
saveDetail : string {4-11.system.saves.fortitude.saveDetail} (same value: )
value : integer {4-11.system.saves.fortitude.value} (8 different values)
21 (x3)
16 (x1)
17 (x3)
23 (x1)
15 (x1)
13 (x1)
18 (x3)
19 (x2)
reflex : object {4-11.system.saves.reflex}
saveDetail : string {4-11.system.saves.reflex.saveDetail} (same value: )
value : integer {4-11.system.saves.reflex.value} (8 different values)
18 (x1)
15 (x2)
17 (x3)
22 (x1)
20 (x1)
14 (x3)
16 (x3)
12 (x1)
will : object {4-11.system.saves.will}
saveDetail : string {4-11.system.saves.will.saveDetail} (same value: )
value : integer {4-11.system.saves.will.value} (12 different values)
20 (x1)
18 (x1)
14 (x1)
19 (x2)
16 (x2)
13 (x1)
12 (x1)
0 (x2)
15 (x1)
21 (x1)
17 (x1)
22 (x1)
[skills] : object {4-11.system.skills}
[arcana] : object {4-11.system.skills.arcana}
base : integer {4-11.system.skills.arcana.base} (2 different values)
21 (x1)
16 (x1)
[athletics] : object {4-11.system.skills.athletics}
base : integer {4-11.system.skills.athletics.base} (6 different values)
21 (x1)
15 (x1)
18 (x3)
22 (x3)
20 (x1)
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base : integer {4-11.system.skills.deception.base} (5 different values)
19 (x2)
20 (x1)
23 (x1)
16 (x1)
21 (x2)
[medicine] : object {4-11.system.skills.medicine}
base : integer {4-11.system.skills.medicine.base} (same value: 20)
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base : integer {4-11.system.skills.occultism.base} (7 different values)
21 (x1)
17 (x1)
16 (x2)
18 (x2)
10 (x1)
19 (x1)
22 (x1)
[society] : object {4-11.system.skills.society}
base : integer {4-11.system.skills.society.base} (3 different values)
19 (x2)
18 (x1)
16 (x1)
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base : integer {4-11.system.skills.stealth.base} (4 different values)
20 (x2)
18 (x1)
16 (x2)
17 (x1)
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base : integer {4-11.system.skills.diplomacy.base} (2 different values)
17 (x2)
19 (x1)
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base : integer {4-11.system.skills.survival.base} (4 different values)
16 (x2)
14 (x1)
18 (x1)
19 (x1)
[acrobatics] : object {4-11.system.skills.acrobatics}
base : integer {4-11.system.skills.acrobatics.base} (5 different values)
15 (x1)
21 (x1)
16 (x1)
12 (x1)
18 (x1)
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base : integer {4-11.system.skills.intimidation.base} (7 different values)
16 (x3)
20 (x2)
19 (x1)
17 (x1)
18 (x1)
22 (x1)
21 (x1)
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base : integer {4-11.system.skills.thievery.base} (2 different values)
18 (x1)
16 (x1)
religion : object {4-11.system.skills.religion}
base : integer {4-11.system.skills.religion.base} (2 different values)
16 (x1)
22 (x1)
traits : object {4-11.system.traits}
rarity : string {4-11.system.traits.rarity} (3 different values)
uncommon (x5)
common (x4)
unique (x6)
size : object {4-11.system.traits.size}
value : string {4-11.system.traits.size.value} (2 different values)
med (x13)
lg (x2)
value : array<string> {4-11.system.traits.value}
Length: min=2 max=5
Value type: string {4-11.system.traits.value.[]} (all different values)
[spellcasting] : object {4-11.system.spellcasting}
rituals : object {4-11.system.spellcasting.rituals}
dc : integer {4-11.system.spellcasting.rituals.dc} (3 different values)
23 (x1)
26 (x3)
30 (x1)
[creatureType] : string {4-11.system.creatureType} (same value: )
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Value type: mixed
type : string {4-11.type} (2 different values)
npc (x13)
hazard (x2)