If anything, the shifter is actually one of the weaker (but still playable) PrCs...
Actually, the shifter is quite powerful. Here's a handy list of creatures compiled by Harzerkatze on the WotC forums.
The original thread is here:
http://boards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=116;t=005225
Also, you can circumvent the bizare healing errata by simply shifting into a form with Fast Healing. There are plenty of 'em.
Begin Repost:
Hello guys,
since they archived the MotW board, I cannot change my form list there, and the discussion of the shifter Prestige Class has been stopped. That cannot be! So we'll start a new one here (hope the guys find it).
So, if you have ideas, opinions or questions reagrding the MotW shifter, feel free to post them.
I'll start with my shifter form list. A shifter is only as good as the forms he can take. So which forms are good, and to what ends? Find out below.
I'll sort the list by shifter level, and by three categories:
- adventuring form (what to wear when you're walking on an adventure, but are not in a high-threat environment)
- combat form (battle-orientated, can be worn as adventuring form, of course)
- FX-form (forms that excel because they give you one special ability. So use these if you need just that ability, and take on another form afterwards)
And the key for my abbreviations: MM = Monster Manual, MM2 = Monster Manual 2, OA = Oriental Adventures, FR = Forgotten Realms Handbook, MONoF = Monster of Faerun, PsiHB = Psionic Handbook, MotP = Manual of the planes, SM = Silver Marches, CotSQ = City of the Spider Queen.
First I have to remind everyone that you of course have to be familiar with these forms before you can take them. A shifter should always try to find a spellcaster that knows summon monster or gate. And investigate all other possibilities to see new creatures. (My shifter has an all-years ticket for the great arena in Skuld...)
There are different forms of lesser power which can be useful if you haven't encountered the ones mentioned below.
If you go straight to shifter without multiclassing or taking more than 5 druid or wizard levels, recheck the HD value if you already qualify. My character has a monk level. Some forms have a HD value definitely higher than their type or size implies. In case of MM2 forms, The HD are noted at the beginning.
(edit by Hardhead: "The Trick" is mentioned at some points below. The Trick is that you can mix the benefits of Wildshape and Greater Wildshape, and so since Wildshape has no HD cap, you can "load" all the benefits of your Greater Wildshape onto a normal druid's Wildsahpe, and circument the Shifter's HD limit. Most DMs probably won't allow it, since it's technically legal by the wording, but obviously not the intention of the author. )
One more thing, I didn't include the "swallow whole" monsters. My character is a bit too picky with his diet for that.
Here we go:
Shifter level 1
- wood elf (adv. form, MM). Take only if your Str/dex/con scores are as low as mine. You get at least str12, dex 12 and look nice, which can be said of few other forms. Good for cities etc.
- drow (adv. form, MM). Str 10, Dex 12, con 8, spell resistance 11+level, which is very good. darkvision 120 ft, some boni more. Not a combat form, but great if you just venture through a highly-warded dungeon with fireball traps and the like.
- deep gnome (adv. form, MM). AC+5 and SR like drow. +2 all saves. 120 ft. darkvision. If you don't want to fight, very useful.
- bugbear (combat form, MM). Str 15, dex 12, con 13, AC+3. Not much, but what do you expect at PrC level 1?
- duergar (FX Form, MM) immune to paralysis, phantasms, magical or alchemistical poisons
- mutant sahuagin (combat/FX form, MM). It isn't clear if a mutant is it's own race or only a variation, but possibly familiarity with regular sahuagin is enough to take on mutant form. This form is quite good for this level: Str 14, dex 13, con 12, AC+5. 4 arms, thus 5 attacks, 7 underwater, and the form has multiattack! And the best: According to the S&F page 63, you don't draw AoOs from actions if you wield a weapon in the other pair. This could include spellcasting, it seems!
Beware though: Suffocates if out of salt water for more than 6 hours.
-quanak (combat form, D&D Psi page) Has an AC of 19, which isn't bad at this level.
Level 2:
- chitinite (combat form, from MONoF). Small and rather bad AC + stats, but has 4 arms and can wield a sickle in each of them without penalty. Not the best fighter, but stylish, if you ask me.
- green hag (Combat form, MM). HD 9. Str 19, dex 12, con 12, AC+11, nice feats, SR18.
- grimlock (FX form, MM) has blindsight and is immune to illusions. So if you encounter darkness spells or mirror image spells and the like, this may be a solution.
- Decanter goblin(combat/adventuring/FX-Form form) from MonOF. Nice abilities, 2 feats and FAST HEALING at 2nd shifter level. Remember that unlike regeneration, this does heal damage gained at another form. What else could one want?
- Measel (Combat form) from MonOF. Sneak attack +3d6. Good if you have strength in numbers.
- yuan-ti halfblood (adventuring form, MM). SR 16, ok abilities, 4 feats. And the best: Choose 2 of 6 possible variations, including e.g. 5 natural AC, swim+climb speed or a poisonous bite as secondary attack. Not bad for this level.
- yuan-ti pureblood (adventuring form, MM) Good if you have to keep a low profile, for if you choose your mutation right, it is virtually indistinguishable from a normal human. Still has SR15 and four good feats, though.
- kuo-toa (FX-form, MM). Immune to poison and paralysis, escapes all webs, +15 escape artist. You want more freedom, here it is.
And a special bonus: Keen sight. Can spot ethereal, invisible and even astral creatures if they move. GREAT lookout.
- quaggoth (FX/combat form, MONoF). Can wield weapons with it's 18 STR, but more important: It is totally immune to fear effects. Might make the difference.
- dire weasel (combat form, MM) Drains 2d4 CON when attached. If you can take a few hits, this should kill any medium-sized opponent in four rounds regardless of level.
- leopard (combat form, MM). str 16, dex 19, AC+1, pounce, improved grab, 5 attacks in grapple with weapon finesse. But low damage. Advantage: any arena will have one, and they can be found in most climate zones at least of Faerun, so familiarity shouldn't be a problem for a druid.
- black bear (combat form, MM) The standard combat choice for druids: three attacks with 19 STR. Familiarity can be gained with summon monster III or summon nature's ally III.
- crocodile (combat form, MM) Another easy combat form. Has but one attack, but does 1d12+6 damage, has natural armor and can drown opponents. Familiarity can be gained easily with summon monster III or summon nature's ally III.
- dog (FX-form, MM). Scent, +8 wilderness lore. Stays on tracks like a train.
- eagle (FX-form, MM). +8 Spot. If you're on watch during the day or look for a fleeing person, an eagle helps a lot. Same is true for the owl at night.
- cheetah (FX-Form, MM). Sprint 500 ft. No one gets away unless he flies.
- kir-laran (FX-form, FR). Fly 90 ft (good). Flyby attack. Good choice if you want to take to the air.
- medusa (adventuring/FX-form, MM) str 10, dex 15, con 12. snake hair bite 1d4 + poison (DC14, 1d6/2d6Str). point blank shot, precise shot, weapon finesse (snakes). Not a bad low-level form because of the feats: Stay back and pepper opponents with missiles. Few will want to come near, and if they do the snakes are nice. Also useful to get opponents alive (str-poison).
- squid (combat form, MM) Has 10 attacks that do no damage, but give it an insane grappling bonus. And if you have a monk level, each arms does 1d6+2...
- boggle (FX form, MM2) Can't grease surfaces, that is SU. But has a dex of 21, so nice to do some fine works.
- Desmodu hunting bat (combat form, MM2) Druids can take this form even at druid level 5. Attack bonus BAB+7, AC 20, trip plus 120 ft. blindsight. Not bad for this level.
- spell weaver (FX form, MM2) HD 10. Has many metamagic feats, can cast multiple spells at once, is immune to mind affecting effects and confuses anyone ho tries to read his mind for days.
One nice trick: If you play in the Forgotten Realms and have to fight a spell duell according to the MoF rules, casting three battering rams at once should push even high-level opponents out of the area.
- tri-kreen (adventuring/combat form, MM2) Can attack with four claws at once, has paralytic poison, never has to sleep unless to regain spells, and is constantly affected by the jump spell. Nice, versatile forms for adventuring.
- Abeil queen (FX-Form, MM2) Some may want to discuss that, but as it stands, an abeil queen shaped shifter gets any item creation feat he wants. Your low caster level will prevent real abuse, but for example some rings, potions, scrolls and unique items are possible.
level 3:
- annis (combat form, MM). Str 25, dex 12, con 14, AC+10, 10 ft. reach, 3 attacks, rend, improved grab, tear, SR 19. Good enough to win many encounters single-handed, possibly debalancing at this level. Will do 5d6+31 points of damage per round it pins an opponent, which it easily should with str 25 and large size. Coupled with extreme natural armor and spell resistance, the definite way to go for shifters in this level. If you're a DM, better don't let the party encounter one. At least rule that the form can't wear armor on top of that.
- assassin vine (FX form, MM) immune to electricity and highly resistant to fire and cold
- stinger (combat form) from MonOF. Has spiked chain proficiency. So if you are a shifter coming from a not-druid path, nice way to play with everyone's favorite reach weapon.
- girallon (combat form, MM). Str 26, dex 17, con 14, AC+4, 4 attacks without penalty, rend. Not an annis, but quite powerful anyway. And the best: Familiarity can be gained by summon monster V.
- grey render (combat form, MM) Another good fighter, with AC+10 and claws with rend
- yuan-ti abomination (adventure/combat form, MM). Str 19, dex 13, con 17, AC+10, SR 16, some feats. Swim + climb speed. Not overpowered, but good allrounder. Bonus: Not-abomination yuan-ti will follow your orders if you speak their language.
- dire ape, bear, lion or wolf (combat forms, MM) Nice combat forms with high STR and decent damage that are nice because familiarity can be gained from summon monster IV and IV and summon natures ally IV, V and VI. So if you have a mage or druid buddy, these are cheap forms.
- ankheg (FX-Form, MM). Acid. Useful if you want to finish off trolls or have to make a corpse disappear.
- tree (FX-Form) What, that's no monster, you say? True, but effective now and then. For one, a tree is great if you need a firm footfold, e.g. to survive a flood (ok, ok, I admit, I just saw The Two Towers). What is more, a tall tree can shatter stone and topple buildings if it grows next to them.
- quillflinger (Combat/FX-Form, D&D Website Has damage reduction 5, can cast three quills 120 ft. for 1d6 damage each, automatically attacks opponents that attack it, and even has a deadly cone burst of death. Sweet.
- tressym (FX-Form, FR). Poison immunity. If you are poisoned, take this form and the secondary damage won't affect you. Tressyms are found all over Faerun, so familiarity isn't a problem. If you haven't encountered one, you can take the kuo-toa-form for the same effect.
- dragonkin (combat form) (From MonOF) Str 19, flight (good), natural armor +7, 4 attacks at highest BAB (from the air) or 2 attacks or 1 w/weapon (using BAB and iterative attacks), 10' reach, flyby attack... and probably scare the crap out of the average citizen.
- Phthisic (Combat form, PsiHB). Please welcome a real killer. This hard-to-find living nightmare has high strength, good armor, regeneration 5, cold resistance and scent, which all pale before his ability to do 1d4 int damage with a bite! Think about it: It means you can finish off a dire shark (or other animal) or purple worm in one hit!
- centaur (combat form, MM) Has a good STR and two additional hoof attacks.
- shambling mound (FX form, MM) Immune to electricity (gains CON from it) and resistance 30 vs. fire. Good protection form vs. these attacks or environments.
- giant eagle/owl (combat form, MM). Very nice if you took the snatch feat (what you should anyway if you are a shifter). You can snatch an opponent and fly away with him (you draw AoOs from other near opponents, but not from the snatched one). If you take double moves, you gain 80 feet of altitude per round, which translates into 8d6 falling damage if you fling the victim away (which he can't even prevent if you have snatch).
Max falling damage is 20d6, remember.
- giant octopus (combat form, MM). As Impwelder reminded me (thanx), great combat form with 8 primary attacks, improved grab and awesome grappling bonus. And the best: To get familiar, pay a mage to cast summon monster VII
- abeil soldier: (combat form, MM2) Bad armor, but good flyer with flyby attack. Can eaversdrop on the abeil hive mind and gets a rangers special enemy bonus of +3
- braxat (combat form, MM2). HD 10. AC+8, nice abilities and 7 feats, among them for example improved disarm, in case you have to stop a charmed friend or something like that. No real killer without it's SU abilities, but not bad.
- desmodu (combat form, MM2) HD 12, so more interesting if you use THE TRICK. Capable two-weapon fighter with blindsight 120 ft.
- legendary animals (combat forms, MM2/MotW) Varying HD, but sure more than you have now. Some great combat forms for TRICK-users.
- myconids (FX form, MM2) Can use spores for a wide variety of effects, from establishing telepathic contact to animating quasi-zombies.
- rampager (Combat/FX form, MM2) HD 14. Quite capable fighter, and very good at destroying opponents armor.
- razor boar (combat form, MM2) HD 15. It's tusks are considered vorpal and can sever heads with a critical hit. Plus has fast healing 10, natural AC+17, spell resistance 21 and a strength of 27. Probably debalancing if THE TRICK is used.
level 4:
- troll (combat/adventuring form, MM). str 23, dex 14, con 23. 10 ft. reach, AC+7, 3 attacks, rend. Nice fort saves from high con. Regeneration 5!.
Definitely a very good combat form due to regeneration. I know there has been some discussion about that, here's my opinion: It's an ex ability, so you get it. But your not invulnerable: Everyone who fights an opponent and notices he can't really wound him with his strikes tries to choke him. Even unintelligent animals like dogs and cats instinctively go for the throat. So if your unconscious from sub damage, the monster/opponent will choke you to death. Takes a while, but a bite to the throat does continuous damage, so you won't wake up again. Better hope your friends help you.
But back to the list.
- ogre mage (Combat/adventure form, MM). str 21, dex 10, con 17. AC+5. 10 ft reach, regeneration 2, SR 18. Not as good a fighter as the troll, but has Spell resistance. So for magic-heavy opponents quite good.
- scrag (combat form, MM). As troll, but with swim speed. Great for underwater adventures, for no fire threatens you there.
- stone giant (Combat/FX-Form, MM). Throw rock 180 ft, 2d8+8 damage. Precise shot. great artillery and a decent melee fighter, too. But quite some HD (14), so you'll need some more level, unless you use The Trick.
- giant stag beetle (combat form, MM) Has only one bite attack, but does 4d6+9 points of damage with it. That's 23 points on average! If you have to fight a DR creature like a werewolf without magic or silver weapons, this is one way to go. Nice natural AC, too (+10).
- giant wasp (combat/FX form, MM) Has 1d6 dex poison with high Fort save DC. If you fight an opponent with really low dex, that can immobilize him right away. Thanx AlteredEgo.
- sword spider (Combat form, from MonOF). 6 attacks with the legs, AC+8 and incredible spot value. The only vermin worth thinking about except for the giant stag beetle IMO.
- tiny spider (FX form, MM) Since spiders are so good at climbing, this may be a good form to sneak into lairs, as AlteredEgo pointed out.
- filborg (combat form, MM2) Has 13 HD, but still useful even for not-TRICKers. Has a strength of 36 and has fast healing. It can throw rocks for 2d6+13 damage! As a comparison: Statistically, you'll need at least 9 heavy catapults or 8 ballista to do the same damage per round! If you are on a ship and pursued by pirates, this is a good way to sink the opponents before they get near. Stone giants hit better, but have less damage and 14 HD. And he can even trample for 2d8+19.
- forest or sun giant (combat form, MM2) 13 HD, too, and quite similar to the filborg in he rock throwing, too. They are better throwers especially due to precise shot, but they are huge, on he other hand, so you might sink your ship if you take that form on board…
- ocean giant (combat form, MM2) HD 18. The next step in the sea-battle-strategy: the ocean giant is a ship of his own. Swims 80 feet per round and is amphibious, throws rocks for 2d8+14 points of damage, and is immune to bludgeoning damage - yes, that includes all catapult stones. It's like a living submarine.
- leechwalker (combat form, MM2) HD 13. wounding 3. Immune to ability-damage. Very ugly, but may save your life vs. undead.
level 5:
- digester (combat form, MM). Acid spray 4d8/8d8. Nice distance ability, but again, who has ever seen one?
- roper (Combat form, MM) One of the two or three creatures I consider balance issues for shifters without THE TRICK. Has 6 attacks with 50 feet reach each round that do 2d8 Str damage unless a Fort18-save succeeds. Add a +14 AC and SR 28, and you have near-invincibility at this level. If your opponents are still standing after three or four rounds you're doing something wrong.
- unicorn (FX form, MM) Immune to poison, charm and hold effects.
- asperii: (FX-form, MM2) Immune to all storms etc, so helpful in case you get into a hurricane. Also has uncanny dodge, but too bad stats to make much of it.
- ash rat (FX form, MM2) immune to fire, even heals fire damage.
- shocker lizard (FX form, MM2) immune to electricity
- frost salamander (FX form, MM2) HD 12. Does an automatic 1d8 cold damage to anything within 20 feet
- moonrat (FX form, MM2) Very nice, because as the moon rises the shifters gets an intelligence bonus, up to +8 at full moon! So if you contemplate a serious problem, take a stroll on the nightly shore for inspiration
- leucrotta (FX form from MonoF) Immune to all charms and compulsions. Good to check sometimes if there is a special reason why you call some people your friends...
- deep rothe (FX form, FR) Immune to molds and fungi. May sound like nothing, but some DMs include very wicked mushrooms into their adventures. I've seen it.
level 6:
- grey ooze (combat/FX form, MM). Acid. corrosion. Fits through all holes.
A strange thought: Did you notice that no ooze is immune to acid? How do they survive themselves?
- ochre jelly (combat/FX form, MM) Will split in two when hit. If you bring down your opponent fast enough, you can take many hits in this form without really taking damage.
- grey ooze (FX form, MM) a medium-sized ooze. Good if you want to slip under a door
- beholder (FX Form, MM). Good to impress opponents and nice watch because of all-around vision. Use-and almost defenseless otherwise, so perfect if your playing a gambler character...
- carrion crawler (combat/FX-form, MM). 8 attacks with paralysis. Good if you have to take someone alive.
- cloaker (FX-form, MM). Moan. If your opponent doesn't have range weapons, just fly above him and moan till he is held. Then bind him if you need him alive. Otherwise...
- guardian naga (FX-form, MM). Spit poison (Dc 19, 2d8 Con). Can take out a beholder with one spit if you're lucky.
- dark naga (FX-Form, MM). Guarded thoughts. Noone will read your mind. Necessary if you want to trick doppelgangers or mind-flayers...
- Illithid (Combat form, MM). Speaking of mind-flayers, if you are not of the squeamish sort, sucking out others brains is always a possibility. The advantage is that you can kill in two rounds. The disadvantage is that mind-flayers not only literally suck in grapples, for they are sorta weak and just medium-sized. But if you have a pair of gloves of fearsome grasp handy or a monk friend to stun the opponent before it can free itself: Bon appetite...
- rust monster (FX-Form, MM). Rust. Good if you want to release 500 prisoners from their 1-person-cells in one minute, or want to exterminate a iron golem with one hit...
- Folugub: (Fx-Form, from PsiHB). Liquefy. The crystals rust monster. If a crystal golem or psion killer should come along, try this. And if you DM says that the opponent lives in a tower fashioned from adamant/diamond/crystal, take a good laugh, lick it and pick up the valuables that lie on the ground...
- will-o'-wisp (adventuring/FX-Form, MM). Almost complete spell immunity. Natural invisibility. AC29. Fly 50 ft. (perfect). THE spy/explorer.
A point open to discussion, but I would say you don't get the shock attack. It isn't classified, but no other shock attack is ex (take shocker lizard). That does indeed mean that the wisp is defenseless, but it is good enough a form, anyway.
- avolakia (combat form, MM2) 9 attacks, 5 feats, regeneration and spell resistance 21 - would be a nice form if it wasn't so damn ugly
- hook horror (combat/FX form, MM2) Ugly, I admit, but great sunderer with 2d6+14 points of damage at striking a weapon. And it is not bad in a grapple.
- great fihyr (combat/FX form, MM2) HD16. But even interesting for not-TRICKer, for it can turn invisible at will and, far more important and powerful, panics any creature that watches it attack unless Will save (DC 20) succeeds. Should make entire armies run within rounds.
- grell (combat form, MM2) Incredibly ugly, but has 10 attacks that can paralyze. Plus immunities.
- neogi (FX form, MM2) The outcast of the universe, but they are completely immune to any mind-affecting effects. That can be very useful around certain monsters.
- Snowcloak (Combat/FX form From SM. Thanx to Kesh) Fly 60ft., Regeneration, Poison, Immune to Crits/Poison/Disease. The lowest-level disease-resistant and crit-immune form so far. So if you're infected or combat an enemy with e.g. vorpal or mind feeding weapons, you could try this.
- ectoplasmic ooze (FX-Form, D&D Psi page) Can shift to the astral plane 1x/day as an EX ability. Also constrantly leaks whitefire, so good if you want to burn something.
level 7:
- cloaker lord (combat/FX form, from MonOF). As cloaker, but much better grappler (huge) and as a bonus: Can automatically dominate all cloakers it meets. You can get your own swarm of loyal followers in the underdark...
- 12-headed hydra (Combat form, MM). 12 attacks at full bonus with 1d10+6 damage each. 10 ft. reach with combat reflexes (12x). Great it you have to deal a lot of damage in a short time or want to guard a passage against fleeing kobolds and such. Bad AC, though.
Again a point open to discussion, but I'd say that you don't get the invulnerability and regeneration if you turn into a lernean hydra. It's not classified, but at least the immunity looks like damage resistance, which is always SU. Could be overkill, otherwise.
- giant squid (combat form, MM). May not be a hydra, but if you never met one... 10 primary attacks, and a mean grappler. Like giant octopus, only better, and can be summoned by summon monster VIII.
- remorrhaz (combat form, MM). improved grab, swallow whole and 10d10 heat damage while grappling. Real killer, does an average of 76 points of automatic damage to a swallowed opponent. Also a good way to say "don't grapple me". Why it itself survived this heat without fire or heat resistance is unclear, though.
- black pudding (FX/combat form, MM). 4d6 damage. Dissolves wood and metal in seconds, good if you want to dissolve something very quick.
Combat would be strange, but deadly, as long as the opponent has only regular attacks. Then each hit doesn't do damage, but splits you into two parts under your control. And any further hit splits that one etc. You controll them all, as long as they stay within 5 ft. of at least one other part. Parts die if they no longer have the 6 ft. contact or if hit when so small that they have only one HP. You can include the living ones back into yourself (regaining their HP) by shifting form.
Really goo(d) way to get A LOT OF ATTACKS with 4d6 damage each, really bad if the opponent has a fireball, for each pudding is hit independently. And not exactly what bards will tell heroic stories about later.
- gelatinous cube (FX-Form, MM). Engulf. Paralysis. Acid. Transparent. Also called "players revenge", because finally you can lay this mean trap for the DM's monsters, and not vice versa. Doesn't harm metal items, which is a plus.
- delver (FX-form, MM). corrosive slime. Can dissolve anything, eben walls. Don't explore the sorceror's tower anymore, just eat from the foundation and let it topple over...
But has 15 HD, so you need THE TRICK.
- very young red dragon (combat/FX-form, MM). Great lookout: darkvision 90 ft, keen senses, blindsight 190 ft. And even a better fighter: High armor, many attacks, and if it has the snatch, hover and flyby attack feats, you can snatch an opponent and soar 240 feet per round: That means if you start at 40 ft. above your opponents, you can drop down (flyby attack), snatch him (snatch), rise another 80 feet vertically without drawing AoOs (hover), and soar further 120 feet and then fling him away at the end of your next turn, letting him fall for 20d6 falling damage. Ouch.
Another fine thing is that all dragons can have the quicken spell-like ability feat, so you can suddenly change into another form and still act.
Has 13 HD, though, so either use THE TRICK or wait another level. And beware: Dragons are highly territorial regarding their own kind... If you pass over another dragons turf, he will come for you.
- young adult white dragon (fx-form, MM). Frightful presence. Nice if you just want to scare people. The high HD lets you wait for some levels, unless you use The Trick.
- manticore (FX-Form, MM). 6xspike with 180 ft range, 1d8+2 each, threat 19-20. Nice if you need some long-range artillery.
- dire elk (FX-Form, MM2) Can trample 20 opponents in one move for 2d8+10 points of damage. So if you have to fight a small army...
- beholder death-kiss (combat form from MonOF). 10 attacks with 20 ft. reach, after a hit the opponent has to make a Fort(18)save or lose 1d3 CON, you gain 1d6 HP. Nice, if you don't mind being an butt-ugly bloodsucking leech...
- quetzalcoatus (combat form, MONoF) 2d10+8 with fly 100 ft., flyby attack and snatch. Good for the snatch & drop trick, if you don't have a fitting dragon form.
- darktentacles (combat form, MM2) Can use 12 weapons at once. Do I have to say anything else?
- Fomorian (combat form, MM2) 15 HD. Essentially a huge giant with 34 Str, fast healing 5 and trample 2d10+18.
- Greenvise (FX form, MM2) This plant knows where anybody hides in a forest or field near it. An orcwort can do he same, by the way.
- grizzly mastodon (combat form, MM2) Does a lot of damage, for example trample (4d8+18)
- hellfire wyrm (combat/FX form, MM2) HD 23, so only for epics or TRICKers. Very good combat stats, and has frightful presence with a range of 240 feet.
- moonbeast (combat form, MM2) HD 18. 10 attacks with quite some damage and great grappler, but bad AC.
- phoenix (FX-form, MM2) HD 20. If you have spell-like abilities for some reason, the phoenix can augment them with metamagic. So most interesting if your original race is something uncommon.
- gray linnorn (combat form, MM2) 13 HD. The only dragon that I know of that is huge and has only 13 HD. So if you are not using THE TRICK, this might be an impressive combat shape. Has AC+19, SR31, much damage, and can fling creatures 70 feet away without a save. So if you have a chasm handy...
level 8:
- clay golem (adventuring/combat form, MM). Str 25, AC+14. 2xslam (2d10+9). Wound. Immune to slashing and piercing damage, magic immunity. Immune to poison, ability damage, ability drain, energy drain, immune to all effects that require a fort save unless they affect objects. Fails all Constitution checks. Concentration checks use Charisma modifier.
Very versatile form, good against regenerating/fast-healing opponents due to the wound ability. Fun if the DM says a battalion of arcane archers fires their arrows at you and you just respond that you take a shower in them. Resistant against a lot of nasty stuff.
Backdraw: Magic immunity works both ways. You can't cast spells on yourself, and damage immunity is difficult to overcome without magic fang (that is no official rule, as far as I know, rather common sense. An efreet can't burn himself, even if he tried, for example.) Can use weapons, at least.
- stone golem (adventuring/combat form, MM) str 19, AC+18. 2xslam(2d10+9). magic immunity. Immune to poison, ability damage, ability drain, energy drain, immune to all effects that require a fort save unless they affect objects (see Nightwispers comment below). Fails all CON checks, Concentration checks use Charisma modifier. Backdraw the same as above.
- irow golem (combat form, MM) likle the stone golem, but more so. But has an important drawback: Allergic to rust monsters.
- coal golem (combat form, D&D website) Another golem form, this one deals 1d8 heat damage with its touch or weapon attack
- Psion killer (Combat form, from PsiHB). Immune to psionics. Very useful if you play in a "psionics are different" campaign. Same immunities as another golems and good fighter. Backdraws: 15 HD means waiting a few levels or using the trick. And never mess with a folugub...
- spectre (FX form, MM). Touch attack 1d8. incorporeal. Cha bonus to AC. Immune to poison, ability damage, ability drain, energy drain. immune to all effects that require a fort save unless they affect objects (see Nightwispers comment below).
Nice if you look for secret rooms.
- vampire (adventuring form, MM). AC+6. fast healing 5. Cold, electricity resistance 20. Immune to poison, ability damage, ability drain, energy drain (see Nightwispers comment below). immune to all effects that require a fort save unless they affect objects. +8 to a lot of skills. Nice feats. Best if you should meet a drow vampire, so you get the SR, too.
- dracolich (combat form, FR) As dragon (see above), plus: no con. AC+2, no flight, frightful presence, immune to polymorph, cold, electricity, energy drain, ability damage, ability drain, immune to all effects that require a fort save unless they affect objects. Fails all Con checks. Concentration checks use Charisma modifier. Spell Resistance 16 or dragons resistance+3.
Only take this form if no one is going to survive it. If word spreads about a new dracolich, the cult of the dragon and the harpers will be out for your ass.
- ghost (FX-form, MM) Ethereal. invisible. Immune to all non-ethereal attacks and effects except force effects, energy drain, ability damage, ability drain, effects that require a fort save unless they affect objects. fails all fort saves. Some skill plusses.
Since you don't get the manifestation ability, you stay ethereal all the time. That is really good if you want to combat ethereal creatures, and even better if you want to go exploring or just take a time-out, for nothing, repeat NOTHING can affect you that isn't ethereal or a pure force effect. Nor can you affect it. You are intangible and invisible.
- huge animated object (combat/FX form, MM). If you take the form of an iron statue, you get hardness 10, which is like DR 10/-. If you are familiar with adamantide, it can even be a whopping 20! Your AC will suck (13), but who cares? And it is especially easy to gain familiarity with these creatures if you have a cleric companion who can cast "animate object".
- ruby golem (commbat form, MonOF) A golem with regeneration 10. Rehgenerates all kindsof damage except sonic (which is quite rare) Since a golem probably can't suffocate (seeing that it doesn't breathe anyway), this one should be almost impossible to kill for most opponents. Plus it has nice armor, magic immunity, and can heal itself with simple level-0-mending-spells for 2d6 HP if he should indeed be wounded. Considering all that, I would call this one of the most dangerous form a shifter can take.
- akutsukai (combat form, from oriental adventures p. 241). Template creature: Fast healing, AC+5, darkvision 120 ft., 8 arms with multiweapon fighting + multidexterity if you have 15 dex, additional tail attack, high damage reduction (written as ex ability, soon to be errataed I hope). Too powerful, at least if combined with a good base creature. Your DM will hope you never encounter one.
- pulverizer (FX form, MM2) Has a sonic attack that doesn't deal much damage, but works in a cone for 30 ft. Since few of these attacks are EX, one should be thankful. Plus it has blindsight and AC+11.
- brass golem (FX form, MM2) Gets +20 on wilderness lore checks when tracking someone.
- chain golem: (combat form, MM2) Can form a blade barrier, doing 7d6 damage to all adjacent squares each round. Plus some nice feats, wounding 2 and magic immunity with the gimmick of being healed by fire magic. Great if encountering a red dragon or such.
- clockwork horror (FX form, MM2) Take the platinum or, if you use the trick, the adamantide version. You can eavesdrop on the clockwork linked mind and find out the positions of all clockwork horrors within 10 miles. Plus, these walking watches are always lawful, so they should obey a command from a better-colored clock.
- crimson death (combat form, MM2) An incorporeal form with real combat abilities like con drain and spring attack. Mean if the opponent has no magic weapon.
- famine spirit (combat form, MM2) 32 HD, so only for TRICK-users. Opponents tend to lose their heads combating this one, for it's bite is vorpal, and it has improved critical…
- juggernaut (combat form, MM2) 18 HD. Rolls over anything smaller than itself and deals 10d10+20 damage while doing so. Alternatively, it can strike 6 times for 2d6+10. And has fast healing 10 and +25 natural armor. And can be used as a troop carrier tank for two comrades.
- nimblewright (combat form, MM2) Not the most powerful, but great at tripping opponents. Does one crit after the other.
- shrapnyl raggamoffyn (FX-form, MM2) Can explode to deal 4d10 damage to all within 10 ft.
- runic guardian (combat form, MM2) 17 HD. Has but one attack, but every hit stuns unless Fort save (DC 25) succeeds. Good to keep spell-casters from casting etc.
- abyssal ghoul (combat/FX form, from CotSQ) Has 5d6 sneak attack. Nice for silent kills or when flanking.
- spiderstone golem (combat form, from City of the spider queen) 18 HD. Has four arms and great spell immunity. Possibly the best fighter golem.
level 9:
- marilith (combat form, MM). Str 25, dex 15, con 21. AC+18. immune to poison and electricity. cold, fire, acid resistance 20 (Tanar'ri is not a subclass, it's a group, like wild elf and drow are elves.). 6 weapon attacks. Nice feats. SR 25. And just cute.
- pit fiend (combat form, MM). Str 25, dex 13, con 21. AC+20. SR 28. 6 attacks, deadly poison. Immune to fire and poison. cold, acid resistance 20 (again, Baatezu is not a subclass). Regeneration 5. great feats. definitely a real killer.
- if you use THE TRICK: titan (Combat/adventuring form, MM). AC+13, Str 37, 5 feats, SR 25, 15 ft reach.
- kraken (combat form, MM). 20 HD. The next step from the giant octopus/giant squid chain. Great reach (up to 100 ft.), many attacks, great grappler. But very low AC.
- death slaad (combat/FX-form, MM) Str 20, Dex 18, Con 17, AC+12. "2x claw (3d6+5), bite 2d10+2). Fast healing 5. acid, fire, cold, sonic, electricity resistance 5. Nice feats. Since you can adjust minor things, take the "bladelike claws" variant. It gives you a further 1d6 damage with claws.
Still not on par with the pit fiend or marilith, especially since it lacks SR, but, as someone already pointed out, you can command all slaadi that are not death slaadi. If you speak their language (slaad). Potion of tongues, anyone?
- elder xorn (FX-Form, MM). Burrow. Nice if you want to travel through the earth.
- astral deva (adventuring form, MM) Has SR 30 and nice abilities. People think you're an angel and will be quite friendly if they're not evil.
- planetar celestrial (combat form, MM) Regeneration 10. What else do I have to say?
- lupinal celestrial (FX form, MM) Can howl that panics ceatures of level 7 or lewer in 600 ft. radius! That's enough for a whole army.
- Emprix (Combat/FX Form, D&D Website) Can cast light rays for 5d8 points of damage, stun with it's positive energy touch, or cast positive energy bolts for 2d10 points of damage.
- shade (adventuring form, FR). Only use when not in broad daylight. Stats as base creature, con+2. Spell resistance 11+level. fast healing 5. +4 search + spot, +8 move silently and hide. +4 AC and +20 movement in darkness. not hampered by darkness in any way. And most important: Looks really good in black dress. Avoid yellow and pink, though.
Nice because of SR and fast healing. Depends on base creature, though.
- amnizu (FX form, MM2). Can't lose intelligence. Happens seldom anyway, but still better save than sorry. Plus, you can use greater wildshape as a free action due to the quicken spell-like ability feat. And as a wizard or druid with alter self, you can even pass as human while retaining all your combat abilities. This is especially fun with the quicken spell-like ability feat: You can look human to get near your opponent, that suddenly wildshape into, say, a 12-headed hydra and still attack with all heads...
- malebranche (combat form, MM2) regeneration 8. But 16 HD, so rather for our TRICK users.
- jarilith (combat form, MM2) A real demon tiger. Has insane abilities and an AC of 35, crits on 18-20 with triple damage, and causes fear in all which have less HD than he has.
- kevlezu (combat form, MM2) This is THE assassin form par excellence. Improved two-weapon fighting and +8d6 sneak attack damage should bring down any opponent, and an AC of 35, spell resistance of 26 and uncanny dodge should keep them from doing the same with you. And if you are a mage, you can use alter or change self to disguise yourself as human. Opponents will be surprised how hard it is to hit this one...
- vaporighu (FX form, MM2) Has poison breath that deals acid damage and can paralyse opponents in a 15 ft. cone unless they succeed a Fort save (DC 18)
- yagnoloth yugoloth (combat form, MM2) Has an attack that stuns for several rounds unless fort save (DC 25) succeeds. That makes him far more dangerous than he looks.
- Uridezu (FX form from MotP, according to Impwelder) Tail can be used exactly like a whip. "Rat Empathy" commands rats (sort of like cloaker lord).
- Goristo (FX form from MotP, according to impwelder) 16 HD, but pretty good too. Can "Stamp 3 times/day. All creatures within 60 ft cannot attack or move for 1 round. Structures collapse, or cave-ins happen, dealing 8d6 damage, and Spellcasters make DC 20+spell checks or fail. Can throw rocks too!
- Energon (FX form, from MotP, according to Impwelder) Incorporeal. Extra turning.
- Canoloth Yugoloth (combat form from MotP, according to Impwelder) Blindsight. Licks people with paralyzing tongue before eating them. Cool! Can also summon other Canoloths (1d3 [40% chance]), and it's (Ex)!!!!!!
- Other Yugoloths (FX forms from MotP, according to Impwelder) Can also summon more powerful guys (also (Ex)!!!!!!).
- Nycaloth Yugoloth (combat form from MotP, according to Impwelder) Four claw attacks with wounding 1.
- Marut Inevitable (FX form from MotP, according to Impwelder) 15 HD. Has fast healing 10.
- Zelekhut Inevitable (FX form from MotP, according to Impwelder) Has electrical chain that works like whip
level 10:
- bone ooze (combat form, MM2) HD 20, so most interesting if you use THE TRICK. This one may look ugly, but it's a real killer with ability drain (str, dex AND con at once), bone meld (instant kill unless a fort save vs. 35 succeeds) and wounding 5.
- dire elefant (combat form, MM2) HD 20, so THE TRICK is needed again. Does some insane damage, for example trampling anything in its way for 4d6+22 points of damage.
- flesh jelly (combat/FX form, MM2) HD 18. Almost as deadly as the bone ooze and even more ugly. It's stench can stop anything within 50 ft. feet
- tempest (FX form, MM2) HD 24. Can put out fires up to huge size, even magical ones. And give druids the opportunity to cast "call lightning". And it's just a cool sight if you just turn into a storm. Too bad only TRICK-users can effectively use it.
- astral dreadnought (combat creature, from MotP, according to Impwelder) Incredible! (SR 28) St 42, but level 10 creature (18 HD) (Outsider). Also, most amazing: "Sever Silver Cord (Ex): If the astral dreadnought can attack an astral traveller's back, it can attack the silver cord that connects the astral form to its material counterpart. The normally insubstantial cord is treated as a tangible object with the owner's AC, hardness 10, and 20 HP. A silver cord trails 5 ft behind an astral traveler before fading into the astral medium. When the cord is damaged, traveller must succeed at a Fort save (DC 13) or return to its body. Severing the cord destroys the creature entirely, both on the astral and material planes. Also has Improved Grab, Swallow whole, Rend, and Frightful Presence (all Ex). Awesome!! Either you KO the creature or slaughter it with 30 HP of damage!"
Summing it up:
There are quite some nice forms and many that are powerful in combat. Fast healing should be noted, for it heals even damage taken in another form, what regeneration doesn't.
A problem is if your opponent has damage resistance of more that +1, for in contrast to what the sage says there are very few ways for a shifter to overcome that. magic fang only gives a +1, greater magic fang too if you don't take unnecessary druid levels, which only moves the problem for the higher you are, the higher is the DR of your opponents. Almost no form does enough damage with it's attacks to just overcome the threshold, at least in +2 or +3 resistances.
The only ways I can see so far is using magic weapons (or being lucky and having an amulet of mighty fists). If you use a magic weapon, taking golem or pit fiend form and wielding a powerful weapon two-handed or buying 6 +1 sure striking scimitars (for ca. 45k gp) and taking on marilith form should be most promising.
I think that is the most important drawback of the shifter class: Having all kind of forms, but being forced into the same all the time in higher levels because you have to use a magic weapon.
LIST NUMBER II:
Forms that grant immunity to certain attacks or effects.
I'll sort the list by the type of threat. Then follows the creature's name and the book in which it can be found (MM = monster manual I, MM2 = monster manual II, MoF = monsters of faerun). Next is the shifter level at which the form can be taken, in some cases extended by the hit dice if they exceed that level so TRICK users can find their best forms. And possibly some commends. The list isn't complete yet, tell me if you know something that I omitted.
Here we go:
ELECTRICITY:
- assassin vine (MM), level 3
- shambling mound (MM), level 3 (gains temporary CON from electricity)
- shocker lizard (MM), level 5
- roper (MM), level 5
- grell (MM), level 6
- behir (MM), level 7
- storm giant (MM), level 7, but 19 HD)
- blue or bronze dragon (MM), level 7
- bodak (MM), level 8
- nightshade (MM), level 8 (HD at least 17, not immune, but fire resistance 50)
- durzagon half-fiend (MM2), level 9 (not immune, but resistance 20)
- arrowhawk (MM), level 9
- tanar'ri (MM, MM2), level 9
- formian (MM), level 9
- yugoloth (MM2), level 9 (not immune, but resistance 20)
- celestrial (MM, MM2), level 9
FIRE:
- shambling mound (MM), level 3 (not immune, but fire resistance 30)
- ash rat (MM2), level 5 (isn't really immune, but heals exactly as much as she loses)
- red sundew (MM2), level 7
- dragon turtle (MM), level 7
- nightshade (MM), level 8 (HD at least 17, not immune, but fire resistance 50)
- durzagon half-fiend (MM2), level 9 (not immune, but resistance 20)
- baatezu (MM, MM2), level 9
- elemental (MM), level 9
- ravid (MM), level 9
- night hag (MM), level 9
- yugoloth (MM2), level 9 (not immune, but resistance 20)
- tanar'ri (MM), level 9 (not immune, but resistance 20)
- deva, planetar, solar celestrial (MM), level 9 (not immune, but resistance 20)
COLD:
- deep rothe (MonOF), level 5 (not immune, but cold resistance 20)
- roper (MM), level 5 (not immune, but cold resistance 20)
- Crystal Gargoyle ( D&D Psi page), level 5
- bone naga (MM2), level 8
- skeleton (MM), level 8
- nightshade (MM), level 8 (HD at least 17)
- durzagon half-fiend (MM2), level 9 (not immune, but resistance 20)
- kryton (MM), level 9
- formian (MM), level 9
- night hag (MM), level 9
- yugoloth (MM2), level 9 (not immune, but resistance 20)
- tanar'ri (MM), level 9 (not immune, but resistance 20)
- baatezu (MM), level 9 (not immune, but resistance 20)
- deva, planetar, solar celestrial (MM), level 9
- guardinal, eladrin celestrial (MM), level 9 (not immune, but resistance 20)
ACID:
- digester (MM), level 5
- mimic (MM), level 6
- red sundew (MM2), level 7
- black, green, copper, silver dragon (MM), level 7
- delver (MM), level 7 (15 HD)
- nightshade (MM), level 8 (HD at least 17, not immune, but acid resistance 50)
- durzagon half-fiend (MM2), level 9 (not immune, but resistance 20)
- arrowhawk (MM), level 9
- bladeling (MM2), level 9 (also immune to rust)
- djinni (MM), level 9
- yugoloth (MM2), level 9
- tanar'ri (MM), level 9 (not immune, but resistance 20)
- baatezu (MM), level 9 (not immune, but resistance 20)
- deva, planetar, solar celestrial (MM), level 9
- guardinal, eladrin celestrial (MM), level 9 (not immune, but resistance 20)
POISON:
- duergar (MM), level 1 (magical + alchemistical poisons)
- kuo-toa (MM), level 2
- tressym (Faerun), level 3
- forest sloth (MM2), level 3 (14 HD)
- deep rothe (MonOF), level 5 (immune o all ill effects from molds and fungi, which can mean more that just poison)
- unicorn (MM), level 5
- dark naga (MM), level 6
- chuul (MM), level 6
- all constructs and undead (all), level 8
- durzagon half-fiend (MM2), level 9
- formian (MM), level 9
- lillend (MM), level 9
- arrowhawk (MM), level 9
- baatezu (MM, MM2), level 9
- tanar'ri (MM, MM2), level 9
- yugoloth (MM2), level 9
DISEASE:
- all undead and constructs (MM, MM2), level 8
MIND-EFFECTS (charm, compulsion etc.) and specific SPELLS:
- duergar (MM), level 1 (phantasms)
- spell weaver (MM2), level 2 (10 HD)(immune to all mind affecting effects)
- grimlock (MM), level 2 (immune to all illusions)
- minotaur (MM), level 3 (immune to maze spells)
- unicorn (MM), level 5 (immune to charms)
- leucrotta (MoF), level 5 (immune to charms and compulsions)
- dark naga (MM), level 6 (immune to mind reading)
- psurlon (MM2), level 6 (immune to charm)
- neogi (MM2), level 6 (immune to mind-influencing effects)
- julajimus (MM2), level 7 (16 HD) (immune to all spells of the enchantment school)
- windghost (MM2), level 7 (18 HD) (immune to mind-affecting effects)
- durzagon half-fiend (MM2), level 9 (immune to phantasms)
- night hag (MM), level 9 (immune to charm)
PETRIFICATION:
- cockatrice (MM), level 5 (only vs. other cockatrices)
- all constructs and undead (MM, MM2), level 8
- formian (MM), level 9
- celestrial (MM, MM2), level 9
- chaos beast (MM), level 9
PARALYSIS:
- duergar (MM), level 1
- kuo-toa (MM), level 2
- grell (MM2), level 6
- chuul (MM), level 6
- all constructs or undead (all), level 8
- durzagon half-fiend (MM2), level 9
HOLD EFFECTS:
- kuo-toa (MM), level 2
- unicorn (MM), level 5
- all constructs or undead (all), level 8
SLEEP:
- elf (MM), level 1
- tri-kreen (MM2), level 2
- night hag (MM), level 9
FEAR:
- quaggoth (MoF), level 2
- night hag (MM), level 9
ABILITY DAMAGE/DRAIN:
- leechwalker (MM2), level 6 (13 HD)
- all constructs or undead (all), level 8
AIR ATTACKS (storms etc.):
- asperii (MM2), level 5
- windghost (MM2), level 7 (18 HD)
SNEAK ATTACKS (via uncanny dodge):
- minotaur (MM), level 3 (no uncanny dodge, but cannot be flat-footed)
- moonrat (MM2), level 5
- asperii (MM2), level 5
- phoenix (MM2), level 5 (20 HD)
- astral deva (MM), level 9
- vaporighu (MM2), level 9
- kelvezu demon (MM2), level 9
GAZE ATTACKS/BLINDNESS (with blindsight, so immune to gazes):
- grimlock (MM), level 2
- desmodu bats (MM2), level 2/3/7
- desmodu (MM2), level 3
- dire bat (MM), level 3
- assassin vine (MM), level 3
- darkmantle (MM), level 5
- mooncalf (MM2), level 5 (15 HD)
- destachan (MM), level 6
- grell (MM2), level 6
- hook horror (MM2), level 6
- all dragons (MM), level 7
- Yrthak (MM), level 7
- linnorns (MM2), level 7+ (at least 13)
- wyste (MM2), level 7
- pulverizer (MM2), level 8
- dragonflesh golem (MM2), level 8
- fire bat (MM2), level 9
Not immune, but have blind-fighting feat:
- derro (MM), level 1
- locatah (MM), level 1
- yuan-ti (MM), level 2
- green hag (MM), level 2 (9 HD)
- annis (MM), level 3
- dragonne (MM), level 5
- lammasu (MM), level 5
- gynosphinx (MM), level 5
- will-o'-wisp (MM), level 6
- morkoth (MM2), level 6
- dragon turtle (MM), level 7
- delver (MM), level 7 (15 HD)
- jahi (MM2), level 8 (25 HD)
- ragewind (MM2), level 8 (31 HD)
- banshee (MM2), level 8
- effigy (MM2), level 8
- crimson death (MM2), level 8
- deathbringer (MM2), level 8 (30 HD)
- gravecrawler (MM2), level 8
- devourer (MM), level 8
- spectre (MM), level 8
- wight (MM), level 8
- wraith (MM), level 8
- nightshade (MM), level 8 (at least 17 HD)
- geadrelle, trumpet archon, planetar chelestrial (MM), level 9
- hezrou tanar'ri (MM), level 9
- tojanida (MM), level 9
- elder arrowhawk (MM), level 9
- titan (MM), level 9 (20 HD)
- kraken (MM), level 10 (20 HD)
FAST HEALING: (not an immunity, of course, but useful)
- dekanter goblin (MoF), level 2, Fast healing 3
- filborg (MM2), level 4 (13 HD), Fast healing 3
- cloaked ape (MM2), level 5, Fast healing 3
- vampiric ixitachitl (MM2), level 6, Fast healing 5
- windghost (MM2), level 7 (18 HD), Fast healing 3
- fomorian (MM2), level / (15 HD), Fast healing 5
- spawn of Kyuss (MM2), level 8, Fast healing 2
- vampire spawn (MM), level 8, Fast healing 2
- vampire (MM), level 8, Fast healing 5
- stained glass golem (MM2), level 8, Fast healing 5
- shield guardian (MM), level 8 (15 HD), Fast healing 5
- runic guardian (MM2), level 8 (17 HD), Fast healing 10
- juggernaut (MM2), level 8 (18), Fast healing 10
- famine spirit (MM2), level 8 (32 HD), Fast healing 10
- all mephits (MM), level 9, Fast healing 2 (under right conditions)
- formian myrmach (MM), level 9, Fast healing 2
- formian queen (MM), level 9 (20 HD), Fast healing 2
- jovoc demon (MM2), level 9, Fast healing 5
- slaadi (MM), level 9, Fast healing 5
MAGIC/SPELLS:
There are VERY MANY possible forms with some kind of spell resistance. So I chose two forms per level that I would recommend to get near a dangerous spellcaster or lethal magical trap, a third if THE TRICK made one superior. I chose by the level of spell resistance and by the usefulness of other abilities. This list is pure opinion, of course. For more forms, read SerpentMage's extensive list here. Also keep in mind that a lower-level form might still be superior to a higher-level one.
level 1:
- Drow elf (MM) SR 11+level
- Svirfneblin Gnome (MM) SR 11+level
level 2:
- Green Hag (MM) SR 18
- Pureblood Yuan-ti (MM) SR 16 (can look fully human)
- spell weaver (MM2) (10 HD) SR 21
level 3:
- Annis Hag (MM) SR 19
- Abomination Yuan-ti (MM) SR 16
level 4:
- Ogre Mage (MM) SR 18
level 5:
- Roper (MM) SR 28
- avolakia (MM2) SR 21
- phoenix (MM2) (20 HD) SR 35
level 6:
- Mindflayer (MM) SR 25
- Will-o'-wisp (MM) immune to all but a few spells
level 7:
- Cloaker Lord (MoF) SR 18
- grey linnorn (MM2) (13 HD) SR 31
- hellfire wyrm (MM2) (23 HD) SR 37
level 8:
- Golems, all (MM) magic immunity
- nimblewright (MM2) SR 27
- juggernaut (MM2) (18 HD) SR 36
level 9:
- Planetar (MM) SR 30
- Pit Fiend Baatezu (MM) SR 28
level 10:
- corpse tearer linnorn (MM2) (28 HD) SR 39
You will find that I omitted all immunities that are related to subtype, for the ruling goes that you don't get subtype abilities.
I'll update and edit this post whenever I find a new creature worth shifting into. So check it from time to time. And if you know creatures that I forgot: Tell me!