Here's an example of how you could create raws for a hobbit creature in Dwarf Fortress:
Create a new entry for the hobbit in the creature_raws file:
[CREATURE:HOBBIT]
[DESCRIPTION:A small, quick-footed humanoid with curly hair and pointed ears.]
[NAME:hobbit:hobbits:hobbit]
[CASTE_NAME:hobbit:hobbits:hobbit]
[ALL_TRIGGERS]
[CREATURE_TILE:'h'][COLOR:6:0:0]
[BASIC_SIZE:500]
[ADULT_SIZE:700]
[GENERAL_CHILD_SIZE:400]
[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH:TONGUE:TAIL:GENERIC_TEETH_WITH_LARGE_CANINES:RIBCAGE]
[MAXAGE:70:100]
[LIFE_STAGE:CHILD]
[LIFE_STAGE:ADULT]
[SELECT_CASTE:ALL]
Define the physical attributes of the hobbit in the creature_variation file:
[CREATURE:HOBBIT]
[BODY_SIZE:0:0:500]
[BODY_SIZE:1:0:700]
[CHILD:BODY_SIZE_MULTIPLIER:1]
[ADULT:BODY_SIZE_MULTIPLIER:1.4]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
Define the skills and abilities of the hobbit in the creature_standard file:
[CREATURE:HOBBIT]
[SKILL:STANCE_STRIKE:1]
[SKILL:BITE:1]
[SKILL:GRASP_STRIKE:1]
[SKILL:WRESTLING:1]
[VISION_ARC:50:310]
[MEANDERER]
[NATURAL_SKILL:BITE:2]
[NATURAL_SKILL:GRASP_STRIKE:2]
[NATURAL_SKILL:STANCE_STRIKE:2]
[NATURAL_SKILL:WRESTLING:2]
[PREFSTRING:curly hair]
[PREFSTRING:pointed ears]
Note that these raws are just an example and may need to be tweaked based on your specific vision for hobbits in your game. You can find more information on creating raws in the Dwarf Fortress Wiki.
I thought it might be useful for generating language files, I'm getting closer but haven't figured out how to get it to do a full file yet.
These things, like the travestificator, are great for generating random nonsense that can be inspirational for actual implementation by a human, but not for generating something functional. Toady's current procedural creature generation is actually way ahead of them for creating critters that actually work in context. If Toady was willing to divulge how that works, then someone could do something equally productive for users, but at this point I bet that's as much a trade secret as how worldgen functions.I think it just has several slider variables, like size, and a bunch of modifiers that can be applies, like taking away the creature's skin or adding horns or adding a special attack. Pretty sure it's not super sophisticated but it works. Someone could make a script to emulate it.
Maybe the best suggestion is actually, have user difineable raws that tell the game "generate something random here in this object class, using this object ID," such as nightmares or bogeymen or experiments, which the mod can then call upon elsewhere. Right now i can't do that for my necromancers or nightmare bringers, have to invent every weirdo myself, which is exhausting, and they'll be the same in every world.
[Edit]
I made a suggestion explicitly for that