You have learned the magical art of creating new flesh from old.
Prerequisite: CL 5th.
To begin, you need access to an alchemist’s lab worth at least 500 gp. The process involves subjecting a similar creature or creatures to various spells and grafting techniques. There is a chance that the experiment will be a failure.
To create a creature, you must succeed with both Knowledge (arcana) and Knowledge (nature) checks (DC 20 + CR of attempted creature). You gain a +1 circumstance bonus for every attempt at a specific creature that you have previously made, whether successful or not.
If both Knowledge skill checks are failed the creature dies a horrible death. If one Knowledge skill check fails and the other succeeds, the resulting creation is horribly deformed in some way and is hostile to you.
The base price of a creature is its CR value squared times 1,000 gp (CR x CR x 1,000 gp). Creating a creature takes 1 day/1,000 gp in its base price. To create a creature, you must supply raw materials costing 1/2 its base price.
The minimum CL for creating a creature is 2 times the CR (2 x CR) of the intended creature until you reach 10th level; thereafter, it’s your level minus 5. The appropriate spells must be used to add extraordinary (Ex), spell-like (Sp), and supernatural (Su) abilities to the creature.
Special: If a charm monster spell is cast every day of the creation process, a successfully created creature will be entirely loyal to you, although not under your direct control. If a limited wish is used in the creation process, a successfully created creature will be loyal and will follow a life goal you choose for it. If a wish is used in the creation process, a successfully created creature and all its descendants will follow a single life goal of your choice.