And it's time for my namesake alchemist character (who built creatures without magical skills) to take a crack at this.
I'm going to take half an entire generation (15 items total) and use what it generates in packets of 3-5 items (picked from those present) at a time. Meaning you'll see about 3-5 creatures here.
Spoiler: Monster Parts
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1) a jar of powdered Dragon tooth
2) a leather sack of powdered ogre bone meal
3) a canister of powdered chuul chitin
4) a large glass jar of giant bee reproductive organs preserved in clear gelatin
5) a barrel of remorhaz scales packed in rice
6) a small bottle of solar blood
7) a cask of nymph blood
8) a large bottle of aranea eyes preserved in alcohol
9) a keg of hobgoblin brains preserved in alcohol
10) a small chest of giant eagle feathers
11) a large glass jar of kobold hearts preserved in ether
12) a wineskin of destrachan blood
14) a sample tube of troglodyte urine
15) A small chest of goblin hair
Spoiler: Overly Elaborate Creation Process and Fluff for Combination #1
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2) a leather sack of powdered ogre bone meal
4) a large glass jar of giant bee reproductive organs preserved in clear gelatin
8) a large bottle of aranea eyes preserved in alcohol
15) A small chest of goblin hair
With a sigh, the half-elf known as Edro unloaded the carts, his first creation aiding him in the task, the small, imp-like undead he called Velik. A few yards away was his lab, where the various creature parts were destined to go and be worked into creature form.
"Velik, leave the chest on the lab table, I have an idea for those hairs," he called out to his assistant, who was munching on yet another bug that had found its way into his mouth "The bone meal and eyes too."
That said, he paid the deliverer and went into the lab, Velik putting the bone meal onto the table next to the chest and bottle of eyes. The table was covered in glassware, like any alchemist's lab table would be, but half of it was cleared for now, allowing Edro to work. And so he did. Grabbing a mortar and pestle, he took five of the preserved eyes and placed them in the stone bowl, lighting them to diffuse the alcohol that preserved them, before mashing them into a paste while the flames still burned. The heat singed the hairs on his hand, but was quickly extinguished as the fuel burned away and the vitreous of the eyeballs being ground extinguished the rest. The flames cleansed the vitreous for alchemical purposes, distilling the magic inherent in the beast to a purer state.
He poured off the liquid from the remaining solids and set the solids over a low flame to dry for the time being. The dark, but transparent, liquid that was aranea vitreous was mixed with two drops of an alchemical reagent that would empower the magic without aligning it in any particular way as well as a drop of quicksilver.
A few minutes to properly clean and dry his mortar and pestle and he took five measures of the ogre bone meal, adding it to the mortar with a single measure of the now desiccated and powdered eye solids and three measures of bloodcap spores. A few drops of morning dew and hallowed sap from a thousand year willow easily mixed together to form a thick paste that was then added to the vitreous. After mixing it was far thinner. Letting the mixture sit for the moment, Edro began to extract and untangle the goblin hairs in the chest.
"Velik, please bring over the jar of bee organs and the syringe," he called to the bone imp as he worked to sort the hairs. This was a simple, but labor intensive aspect of this particular bit of fleshcraft, but it would work. Hopefully.
Taking the jar and syringe from Velik, Edro plunged the needle through the gelatin and extracted some of the juices from the bee reproductive organ, which was then identified as a bee egg, unfertilized. That was... disappointing. Edro sighed and cut the organ out of the jar, then in half, extracting one of the few eggs unmarred by the process, though still marred by time. That was easily fixable. Using a different syringe, Edro injected a single drop of the Elixir of Life, a potion that extended the human lifespan by a year, however, a single drop would cure disease and revitalize almost anything, including the egg. The rest were extracted, similarly treated, and set with the other.
The next step would have been something else if not for the eggs, but Edro used a third syringe to inject a small amount of the vitreous and bone meal mixture into each of the giant bee eggs, most of which went into an incubator, but one of which stayed behind as he took on the most time consuming aspect of this operation. Painstakingly dipping each and every goblin hair into the vitreous and bone meal mixture and braiding it into a set of strings, then woven into yarn, then cord, then finally rope. Then came the remaining bee egg. Applying a weak solvent to the outside, it was liquefied and mixed with a starch. The resulting mixture was then used to treat the rope of goblin hair, seeming to melt it all together and form a waxy coating, before expanding into a new, black egg.
This black "egg" was placed into an incubator, separate from the rest of the bee eggs.
Days later, the bee eggs showed signs of growth, but the black egg dwarfed them, it was already "hatching", the creature that had formed from it finally uncoiling the shell of keratin strands, which had taken on a slight blue coloration with time. It was still dark enough to mistake for black however.
It got into the incubator with the bee eggs and ate every last one a few days after it emerged, decimating the creatures, but seeming to take on traits of what the eggs would have been. Now roughly the size of Edro's head, the larval creature showed a strong resemblance to a combination of bee and spider, except where its abdomen would be were the keratin strands that were previously nothing more than goblin hair, flexible enough to use for fine manipulation and hard enough to act as a shield in a pinch, and it could weave more. Edro had already collected enough thread to make an entire suit from the fibers. The magic from the aranea had seemingly infused into the fibers, magically reinforcing them.
Spoiler: First Creation: Keramite
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Size/Type: Tiny Magical Beast
HD: 3d10+3 (19 hp)
Init: +2
Spd: 30ft, Climb 20ft
AC: 16 (+2 Size, +2 Dex, +1 Natural, +1 Shield), Touch 14, Flat-Footed 14
BAB/Grp: +3/-7
Attack: Threads +5 Melee (1d4)
Full Attack: Bite +5 Melee (1d3-2 plus Poison) and 2 Threads +0 Melee (1d4)
Space/Reach: 2 - 1/2ft / 0ft (5ft with Threads)
SA: Poison
SQ: Darkvision 60ft, Keramite Threads, Low-Light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 6, Dex 15, Con 13, Int 3, Wis 13, Cha 11
Skills: Balance +2, Climb +10, Craft (Weaving) +4, Hide +10, Jump +2, Listen +1, Move Silently +10, Spot +5, Survival +1, Swim -2
Feats: , Weapon Finesse*
Environment: -
Organization: Solitary (Unique)
CR: 2
Advancement: 3-6 (Tiny), 7-9 (Small)
LA: -
*Bonus Feat
Keramite is the creation of the alchemist Edro Grimshell in a well documented process. Since the first, nearly a dozen more such creatures have been created for the threads they produce, however, not all were as friendly as the Keramite their predecessor had created, leading to their escape into the wild. More have been spotted, but it is speculated that Keramite breed slowly, a good thing as they have proven quite the challenge for some.
Combat
Keramite is a gentle creature, but dangerous when provoked. Keramite uses its strands for offense, but will dart in with its poison bite to weaken foes.
Keramite Threads (Ex): Keramite is defending by strands of exceptionally tough, alchemically reinforced keratin, granting it a +1 shield bonus as it defends with these strands and acting as natural weapons. These strands can be used for fine manipulation just as human hands can.
Keramite also weaves and sheds these strands with time. Clothing made from Keramite's strands are highly resilient, increasing their hardness by 2 and granting a +1 armor bonus that stacks with other forms of armor.
Poison (Ex): Injury, Fortitude DC 12, initial damage 1d3 Dex and secondary damage 2d3 Dex. The save DC is Constitution-based.
Keramite poison can be harvested with a DC 15 Intelligence Check and refined with a DC 20 Craft (Poisonmaking) check. The refining process increases the DC to 13 and makes the poison degrade slowly enough to be stored for a few months before being rendered useless. Harvesting poison from a keramite removes this ability for 24-hours.
Skills: Keramite has a +4 racial bonus to Spot checks and a +8 racial bonus to Climb and Move Silently checks. Keramite can always choose to take 10 on Climb checks, even if rushed or threatened. Keramites has a +8 racial bonus to Craft (Weaving) checks. Keramite uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.