An Alchemical Animorpher is a brass surgical table with a complex series of clockwork gears and contraptions underneath. Also underneath the table are a series of cylindrical vials filled with different colored liquids. These vials have been identified to represent different species. No matter how much it is used, the vials always seem to be fully stocked. These tables were created by a deranged inventor who was skilled in both alchemy and engineering who reveled in his ability to turn normal creatures into something else.
Alchemical Injection. When a humanoid comes into contact with the table, a series of clockwork appendages will be released from the table and attempt to grab them. The humanoid must make either a DC 14 Strength or Dexterity saving throw to escape from the arms. On a success, they successfully avoid the appendages, which will retract back into the table. If the humanoid gets back within 5ft of the table, the clockwork appendages will attempt to grab the humanoid again, forcing them to repeat the saving throw. On a failure, they will be pulled onto the table and brass clamps will fasten around their arms, legs and neck. Clockwork arms will then extend out of the base with multiple surgical tools. Over the next minute, the arms will inject the subject with various chemicals to prepare the humanoid. These chemicals will sedate the subject, prevent the subject from going into shock, and make sure that the body does not reject the transformation. During this minute, the humanoid may be freed if a creature on the outside succeeds on a DC 21 Strength saving throw or the contraption is successfully disabled with thieves’ tools (DC 21). Once the minute is up and the subject has been properly prepared, One of the arms will randomly select one of the colored vials and insert it into one of the syringes, which will then be injected into the humanoid. Once the injection is complete, the clamps will release and the humanoid will be set free. If the humanoid comes within 5ft of the table again, the table will once again activate. Each time will change their appearance even more. After being subjected to the table three times, the humanoid will take on the appearance and functions of the creature completely.
Over the next 1d4 days, the humanoid will show severe physiological changes associated with the vial they were injected with. Changes include skin coloration, growth of hair, growth of additional organs, elongation of the face, growth of the epidermis, muscle fortification, bone fortification, tooth elongation, and in some cases, additional limbs. Additional appendages other than the arms and legs that are not related to the animal type they were injected with will also recede into the body (ex. wings, tails, horns). The brain of the humanoid is also not changed. The humanoid will lose the benefits provided by its former race and will gain benefits from the animal traits it adopts such as wings, increased Strength/Dexterity/Constitution and increased senses. The second time a human is injected, they will revert to the size of the animal and adapt to the general shape of the animal (i.e. if the animal is a quadruped then the humanoid becomes a quadruped). After the second injection, the humanoid gains the “beast” type. After the third injection, the humanoid assumes the statistics of the animal.
There are multiple ways to revert the transformation. During the transformation, Greater Restoration may be cast which will revert the humanoid back to normal in 1d4 hours. If the humanoid has finished its first transformation, Resurrection is needed to return them to normal. If the person has been fully transformed, the only way to bring them back is with wish. The final way to restore a person can only work if they have come into contact with the table only once of twice. When both the affected humanoid and another being of its former race are both in close proximity to the table, the appendages will grab both of them. The tabletop will slide over and reveal another table. The arms will then connect a series of tubes between the two and the blood from one will move to the other and vice verse. The affected creature will slowly transform back to its original form over the course of 1d4 days and the unaffiliated person will take on their burden and begin to transform.
To determine what vial is injected, roll on the following table or allow the DM to choose.
1. Anteater
2. Antelope
3. Armadillo
4. Ant
5. Bee
6. Bat
7. Bear, Black
8. Bear, Grizzly
9. Bear, Polar
10. Butterfly
11. Bighorn Sheep
12. Python
13. Boar
14. Buffalo
15. Camel
16. Canary
17. Cat
18. Chameleon
19. Cheetah
20. Chicken
21. Carp
22. Panther
23. Cow
24. Coyote
25. Crab
26. Crane
27. Crocodile
28. Raven
29. Deer
30. Dog
31. Donkey
32. Dove
33. Duck
34. Eagle
35. Elephant
36. Elk
37. Flamingo
38. Falcon
39. Ferret
40. Flying Squirrel
41. Fox
42. Frog
43. Giraffe
44. Gnu
45. Goat
46. Goose
47. Gopher
48. Gorilla
49. Gull
50. Hamster
51. Hippopotamus
52. Horse
53. Hyena
54. Hummingbird
55. Iguana
56. Kangaroo
57. Koala
58. Komodo Dragon
59. Leopard
60. Lion
61. Lizard
62. Llama
63. Lobster
64. Mole
65. Mosquito
66. Moose
67. Mouse
68. Millipede
69. Otter
70. Octopus
71. Ostrich
72. Owl
73. Panda
74. Parrot
75. Peacock
76. Pelican
77. Penguin
78. Pig
79. Porcupine
80. Rabbit
81. Raccoon
82. Rat
83. Reindeer
84. Rhinoceros
85. Scorpion
86. Sheep
87. Skunk
88. Spider
89. Snake
90. Squirrel
91. Swan
92. Tiger
93. Toucan
94. Turtle
95. Turkey
96. Vulture
97. Wolf
98. Worm
99. Yak
100. Zebra
Notes: Shapechanging, Cursed
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Posted Oct 5, 2019I take full inspiration for this from K-dawg12 on D&D Wiki - I simply reworded the text and added a helpful table. I’d recommend referring to the original at https://www.dandwiki.com/wiki/Alchemical_Animorpher_(5e_Equipment) and go to the bottom for some extended lore and examples of transformations.
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Posted Dec 11, 2021I am glad you changed some stuff.
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Posted Aug 10, 2024what does the injection juice taste like tho
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Posted Mar 19, 2025I LOVE it although I do recommend a more Monster
or maybe fusion tactics 😍