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APPENDIX C: MONSTROUS GRAFTS

Grafts
Adopting the fearsome claws of a monstrosity or Body Slots. Each graft takes up one of the
the scorching breath of a dragon is an unusual but following slots: Arms, External, Head, Internal, or
surefire way to gain an advantage over one’s foes. Legs. You cannot have more than one graft in the
However, many find the practice of Xenoalchemy, same slot. For instance, if you already have an arm
or Graftworking, which involves surgically attaching graft, you must remove it before you can attach a
monstrous parts onto a humanoid body, distasteful, different arm graft.
if not outright revolting. This fringe science, obsessed Cost. Not all grafts can be easily obtained, but
with the limbs and organs of monsters, can replace when grafts can be purchased, suggested prices
the limbs of amputees, grant adventurers the are shown on the Graft Cost table below. Most of
uncanny ability to see in the dark, and empower these can be acquired at even cheaper rates if one is
them with unconventional weapons and senses. willing to track down a disreputable establishment
Harvesting a Graft. Grafts are harvested from specializing in dealing grafts and accept the risks
the fresh corpses of monsters, slain within the last 48 inherent to an unsanitary operation.
hours or preserved by gentle repose or a similar spell.
Graft Cost
Harvesting a graft from a corpse takes 10 minutes.
Only one graft can be harvested from each corpse. If Graft Cost
the graft is too large or too small, it is alchemically Amphibious Adaption 400 gp
enlarged or reduced to fit. You cannot harvest grafts Arcane Synapses 1,000 gp
from Tiny creatures or from Gargantuan or larger
Beast’s Hide 250 gp
creatures.
Bestial Weapons 200 gp
Different types of monstrous grafts can only be
harvested from monsters with specific properties, as Charging Hooves 350 gp
specified in the graft’s Donor section. Climbing Apparatus 1,250 gp
Attaching a Graft. Attaching a graft for the Darkvision 300 gp
first time is a laborious surgical procedure, normally Draconis Fundamentum 1,000 gp
removing an original body part. This procedure
Dragon’s Hide 2,250 gp
takes one hour and requires a healer’s kit, alchemical
Energetic Suture 500 gp
supplies, and a knife (or a facility with access to
such tools), as well as someone with proficiencies Heart of Steel 2,250 gp
in these tools or with the Medicine skill to perform Horns 350 gp
the operation. A monstrous graft is permanent until Fiend’s Hide 1,500 gp
another graft is provided to replace it. Flexible Form 750 gp
You can only have one component in each of
Indiscernible Anatomy 1,250 gp
your body slots.
Leaping Legs 400 gp
This surgery is intensive and necessitates
recovery time. When you finish installing a Olfactory Implants 200 gp
monstrous graft into your body, you lose half your Oversized Arms 1,500 gp
hit points and all of your hit dice. For 24 hours after Prehensile Tail 350 gp
installation, you can’t use the graft’s abilities, as you Regenerating Marrow 500 gp
adjust to its presence. Replacing a graft or adding a
Replacement 400 gp
new graft in its body slot takes only 30 minutes. You
Stench 400 gp
still lose half your hit points when replacing a graft,
but you don’t lose hit dice. Tentacles 500 gp
Venom Sac 350 gp
Voice Box 150 gp
Webspinner Apparatus 500 gp

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CHARGING HOOVES
Grafts Donor: Any creature with a Charge trait or a Gore
Appendix

The following monstrous grafts are listed


or Hooves attack
alphabetically.
Slot: Legs
AMPHIBIOUS ADAPTATION You have replaced your legs with those of a creature
Donor: Any creature with the Amphibious trait known for running down their foes. Once on each
Slot: Head of your turns, when you move at least 15 feet in
You have grafted the gills of an aquatic creature to a straight line, you can move up to 10 additional
your neck, allowing you to breathe both air and feet in that direction without spending additional
water. Additionally, you attach minimal fins and gain movement.
a swim speed equal to your movement speed.
CLIMBING APPARATUS
ARCANE SYNAPSES Donor: Beast, Humanoid, or Monstrosity with a
Donor: Any creature with the Innate Spellcasting climb speed
trait Slot: Legs
Slot: Head You have replaced or complemented your limbs with
You have stolen a bit of arcane potential from a those of a climbing creature. You gain a climb speed
creature by inserting some of its nerves into your equal to your movement speed.
brain. You learn one cantrip of your choice from
DARKVISION
the wizard spell list. Intelligence is your spellcasting
Donor: Any creature with darkvision
ability for this cantrip.
Slot: Head
By harvesting a second creature, you can
You have replaced your own eyes with those of a
improve this graft and learn an additional wizard
monster with keen nightvision. You gain darkvision,
cantrip of your choice.
the ability to see in dim light within 60 feet of you
BEAST'S HIDE as if it were bright light, and in darkness as if it were
Donor: Beast of Large size or larger dim light. You can’t discern color in darkness, only
Slot: External shades of gray.
You have transplanted the thick (and possibly furry)
DOPPEL-BLOODED
hide from a wild beast onto your body. Your Armor
Donor: Any creature with the shapechanger
Class equals 13 + your Dexterity modifier.
subtype
BESTIAL WEAPONS Slot: Internal
Donor: Beast, Dragon, Monstrosity with Bite or You transform your appearance for up to an hour.
Claw attack You decide what you look like, including your height,
Slot: Arms or Head weight, facial features, sound of your voice, hair
You have surgically implanted either the teeth or length, coloration, and distinguishing characteristics,
claws from a monster into yourself, which are natural if any. You can make yourself appear as a member of
weapons which you can use to make unarmed another race, though none of your statistics change.
strikes. By harvesting a second creature, you can You also can't appear as a creature of a different size
improve this graft to gain both the claws and teeth. than you, and your basic shape stays the same; if
You can use Dexterity instead of Strength for you're bipedal, you can't use this ability to become
the attack rolls of your unarmed strikes made using quadrupedal, for instance.
your teeth or claws. If you hit with them, you deal Once you use this ability, you can’t use it again
damage equal to 1d6 + your Strength or Dexterity until you finish a long rest.
modifier (your choice), instead of the bludgeoning
damage normal for an unarmed strike. Your claws
deal slashing damage and take up the Arms slot,
whereas your teeth deal piercing damage and take up
the Head slot.

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DRACONIS FUNDAMENTUM
HARVESTING EXTRAPLANAR
Donor: Humanoid, Dragon, or Monstrosity with a
CREATURES

Grafts
Breath weapon
Slot: Internal Harvesting grafts from extraplanar creatures is
extremely difficult, as these creatures typically
You have installed the mighty source of breath
return to their home plane once slain. However,
weapons into yourself, and as an action on your turn, it is possible to harvest grafts from a celestial,
you can exhale a wave of energy. Each creature in a elemental, fey, or fiend if it is first affected by a
15-foot cone must make a Dexterity saving throw planar binding spell, and then slain, harvested,
(DC equals 8 + your Constitution modifier + your and its graft surgically attached before the spell
proficiency bonus). On a failed save, the creature ends.
takes 1d6 damage for each point of your proficiency
bonus, or half as much on a successful one. The HORNS
breath’s damage is the same type as the donor’s Donor: Any creature with a Gore, Horns, Ram, or
breath weapon. Tusk attack
Once you use this ability, you can’t use it again Slot: Head
until you finish a short or long rest.
You attach a study pair of horns or tusks onto your
DRAGON'S HIDE body, which are a natural weapon that you can use
Donor: Dragon of Large size or larger to make unarmed strikes. If you hit with them, you
Slot: External deal damage equal to 1d6 + your Strength modifier,
You’ve transplanted the scaly, diamondlike hide instead of the bludgeoning damage normal for an
of a dragon onto your body. Your Armor Class unarmed strike. Your horns deal the same type
equals 17. You also gain resistance to one of the of damage as the donor (usually bludgeoning or
following damage types to which the donor dragon piercing damage).
was immune: acid, cold, fire, lightning, or poison Additionally, if you move in a straight line for 10
damage. You can only install this graft if you are feet immediately before hitting a creature with your
proficient with heavy armor. horns, that creature must make an opposed Strength
check or be knocked prone.
ENERGETIC SUTURE
Donor: Celestial, Dragon, Elemental, Fey, or Fiend
with immunity or resistance to acid, cold, fire,
lightning, poison, or thunder damage
Slot: External
You have managed to capture the essence of
extraplanar resistance to magic. You gain
resistance to one of the following damage types
to which the donor was immune or resistant:
acid, cold, fire, lightning, poison, or thunder.
HEART OF STEEL
Donor: Any construct
Slot: Internal
You have replaced your heart with
the core from a construct. As a result,
you can ignore the effects of 1 level of
exhaustion, and you only need to rest
for 4 hours to gain the same benefit that a
human does from 8 hours of rest.

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OLFACTORY IMPLANTS
OTHER MONSTROUS GRAFTS
Donor: Any creature with the Keen Smell or Keen
Appendix

Other monsters might have organs, weapons, Hearing and Smell trait
or abilities that are well-suited to becoming Slot: Head
a graft that is not included on this list. In this
case, the GM decides what type of graft can be You have replaced or modified your nose with that
harvested, what body slot it takes up, and the of a creature with keen smell. You have advantage on
special effects it confers. Wisdom (Perception) checks that rely on smell.
OVERSIZED ARMS
FIEND'S HIDE Donor: Giant
Donor: Fiend of Medium size or larger Slot: Arms
Slot: External You have replaced your arms with a giant’s massive
You have transplanted the supernaturally tough hide limbs. Your melee attacks gain Reach if they did
of a fiend onto your body. Your Armor Class equals not have it already. If you are Small, you can wield
15 + your Dexterity modifier (maximum 2). heavy weapons with which you are proficient
without penalty. Additionally, you have advantage
INDISCERNIBLE ANATOMY
on Strength checks and saving throws you make to
Donor: Aberration of Medium size or larger
maintain your grip on objects.
Slot: Internal
You have spliced aberrant genetics into your body, PREHENSILE TAIL
which have subsequently altered the placement and Donor: Any creature with a Tail attack
composition of your internal organs. Any critical hit Slot: External
against you becomes a normal hit. You surgically attach a muscular, prehensile tail,
which is a natural weapon that you can use to make
LEAPING LEGS
unarmed strikes. You can use Dexterity instead of
Donor: Any creature with the Pounce or Standing
Strength for the attack rolls of your unarmed strikes
Leap trait
made using your tail. If you hit with it, you deal
Slot: Legs
bludgeoning damage equal to 1d6 + your Strength
You have replaced or modified your legs with the or Dexterity modifier (your choice), instead of the
muscular limbs of a bounding creature. Your jump damage normal for an unarmed strike.
distance doubles. Additionally, you can jump your
full distance with or without a running start.

one
a re b et te r th a n one. Especially if
Two head s gon.
su rg ic a ll y tr a ns planted from a dra
of them is

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Additionally, you can hold and manipulate natural weapon you can use to make unarmed strikes
objects and weapons with your tail, but you can’t against targets up to 10 feet away from you. You can

Grafts
make attacks with weapons held by your tail or wield use Dexterity instead of Strength for the attack rolls
a shield with your tail and gain its benefits. of your unarmed strikes made using your tentacle.
If you hit with it, you deal bludgeoning damage
REGENERATING MARROW
equal to 1d6 + your Strength or Dexterity modifier
Donor: Any creature with the Regeneration trait
(your choice), instead of the damage normal for an
Slot: Internal
unarmed strike.
You have replaced your bone marrow with that of Additionally, when you hit a target with a melee
a regenerating creature. On your turn, you can use attack using your tentacles, you can use your bonus
a bonus action to regain hit points equal to 1d10 + action to attempt to grapple the target.
your Constitution modifier.
Once you use this ability, you can’t use it again VENOM SAC
until you finish a short or long rest. Donor: Any creature which can poison a creature
or deal poison damage with an attack not provided
REPLACEMENT by a weapon
Donor: Any Slot: Internal
Slot: Any
You have installed a gland which secretes poison
One or more of your organs or limbs has been from your body. As a bonus action, you can coat a
replaced with a part harvested from a monster. A natural weapon, if you have one, or a weapon you
replacement can effectively solve any amputation or are holding in basic poison. The save DC for the
organ failure, but they cannot return to life someone poison equals 8 + your Constitution modifier + your
that has died; such work is solely the domain of proficiency bonus.
necromancy. Replacement limbs can resemble Once you use this ability, you can’t use it again
the original limb, or can demonstrate obvious until you finish a short or long rest.
monstrous characteristics, depending on the donor.
A replacement organ or limb takes up one body slot VOICE BOX
relevant to it; for example, a troll’s hand takes the Donor: Any creature with the Mimicry trait
Arms slot and a replacement kidney takes up the Slot: Head
Internal slot. You have augmented your own vocal folds with
those of a creature that can mimic sounds. You can
STENCH
mimic any sounds you have heard, including voices.
Donor Type: Any creature with the Stench trait
A creature that hears the sounds can tell they are
Slot: Internal
imitations with a successful Wisdom (Insight) check,
As a bonus action, you can release a foul liquid contested by your Charisma (Deception) check.
contained within an organ taken from the donor
creatures. Each creature within 10 feet of you must WEBSPINNER APPARATUS
make a Constitution saving throw (DC equals 8 Donor: Any creature with a Web action
+ your Constitution modifier + your proficiency Slot: Internal
bonus) or be poisoned until the end of its next turn. You have installed spinnerets from a spiderlike
Once you use this ability, you can’t use it again until creature into your body, allowing you to produce
you finish a short or long rest. webs. You can cast the spell web without using spell
slots or spell components (DC equals 8 + your
TENTACLES
Constitution modifier + your proficiency bonus).
Donor: Any creature with a Tentacles or Tendrils
Once you use this ability, you can’t use it again
attack
until you finish a short or long rest.
Slot: Arms
You surgically replace or modify one or both of your
arms with a flexible tentacle or tendril, which is a

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