Compose canon-constrained Combat Threats. Save as .Monster.Setpiece, import into Set Pieces or promote to canon.
8 canonical attributes per SLHH 5. Cumulative CP cost per level. L3 = avg human, L7 = Olympic, L9+ = superhuman.
From the taxonomy chain. These render on the canonical card automatically.
Six canonical menus per SLTT_BuildCost.json#modeCpCosts. Click to toggle. Multiple per category where canon allows. Negative TV options reduce the recipe (e.g. Clumsy, Hobbler).
112 canonical Keywords per SLHH_7_Keywords.json. Click to toggle. Parameterized keywords (e.g. Vulnerable, Deadly) accept their notation value when selected. CP impact lands in Phase 3-final once SA cost integration is wired.
Manufactured armor + shield slots from SLHH_6_Armor.json (69 items, 5 layers). Four slots — Under / Main / Outer / Shield — feed the Arm component via (Σ Hardness × Extent) × 0.1 per slot. Natural armor uses the same Hardness × Extent math — author a row below with hand-entered values from references/f-natural-armors.md. Carried weapons feed the Act component via per-attack Power × Severity — that rollup lands in Phase 3-final-v2.
Natural weapons (Bite / Claw / Tail Slash / Wing Buffet / Breath Weapon) come with the Combat Actions surface above — that's where the per-attack profile + Act CP will resolve when Phase 3-final-v2 ships.
24 canonical Skills per SLHH 5. Training ladder Cursory/Skilled/Adept/Expert. Each Focus level adds +1d to the pool. Pool dice = Attribute DP + Training Dice + Focus Dice + Bonus.
Computed live from your Attribute + Leverage selections. Pools follow the role-aware visibility rule (D-2026-04-26-03).
Per the sltt-monsters Central Doctrine: every ability must be looked up from references/l-monster-abilities-and-traits.md. The picker offers 26 ratified canon entries below. For non-canon abilities, click + File Ruling Request — that's the HALT protocol per D-2026-05-01-02. Submissions land in the monster JSON as $status: "pending-ruling" until the project lead ratifies them.
Role and substrate set the default wound system (Auxiliary → InjuryTrack; Actor / Adversary / Antagonist → Mortality; Swarm keyword → Swarm Strength; Animants·Construct → Structure Track — taxonomy beats role). Override only if the build needs an explicit deviation.
319 canonical spells per SLHH_11_Spells.json across 4 classes (Animism / Eldritch / Elementalism / Sorcery) and 15 schools. Monsters carry spells per their Casting Pool budget — pick whichever the build needs, organized by school. Each chip shows: [c]N Complexity · F:N Flare cost.
Three Sage-facing prose fields. SAGE Legend voice — mentor-conversational, specific over typical, Omner-grounded. Word budgets per references/n-prose-budget.md. Edit free-text below, or click Generate with Claude to synthesize a prompt that captures everything you\'ve built so far — paste it into chat with Claude, drop the response back here, and the fields auto-fill.
Validations run live as you build. Pass = canon-clean. Advisory = passable but worth a second look. Blocker = must resolve before promoting to canon (Phase 5).
SAGE-Rewrite/SLTT TTRPG Development/Data/SLTT_5_Monsters/ and re-run python3 tools/build_monsters_data.py to bundle it. The new monster will appear in window.SLTT_MONSTERS and the Set Pieces library.Paste a builder-state JSON here and click Seed Builder to populate every section at once, then scroll up and refine the nested fields. This is a fast-start scaffold — an assistant can generate the JSON. (Distinct from the Load button in the toolbar, which opens finished saved monsters.) Partial JSON is fine — missing keys fall back to empty defaults. Keys are builder-state shape: name, tag, role, tier, tierNumber, category, subtype, type/typeCustom+typeIsCustom, size, mass, leverage, potential, speciesFateBase, attributes{STR..SEN}, modes{motor..magic}, skills[], keywords[], actions[], naturalArmor[], abilities[], narrative{tactics,description,failureModes}.