Your experiments in xenoalchemy grant you the following benefits.
Two Grafts
You gain two Common or Uncommon monstrous grafts of your choice. Monstrous Weapon and Climbing Apparatus are recommended. Monstrous grafts are detailed at the end of the class description.
Painless Attachment
You don't lose Hit Point Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft.
Intelligent Grafts
You can use your Intelligence modifier, instead of Strength or Dexterity, for the attacks and damage of Unarmed Strikes that are improved by a graft, such as Monstrous Bite and Monstrous Weapon. If a graft forces a creature to make a saving throw, it uses your Alchemist save DC.