Please contribute your tips and tricks for Optimizing Polymorph
There are two common uses for the Polymorph spell:
Combat prowess The simplest way to optimize this is to use a humanoid like form with high Strength, wield an appropriately sized weapon and go to town. Another aspect is to change into a form that has many natural attacks or high damage natural attacks. However, do not overlook the Special Attacks that some of these creatures have. Poisons, brain extraction, rend, pounce, improved grapple, etc are all good ways to end a fight before it even gets started.
Utility There are some forms that can do more than just combat: Flying transportation for you and your friends, taking out large metal objects such as bars, gates or golems, natural invisibility for scouting.
In addition to the Polymorph spell there are other Transmutation spells in the Spell Compendium that each allow only a specific shape and abilities. PHB2 and Complete Mage also have the Polymorph Subschool which radically changes the way that spells of that Subschool work.
To summarize: The wording in the spells Alter Self and Polymorph override the new Polymorph subschool text, so it has no immediate effect on them. However, new spells which use the Polymorph subschool have some significant restrictions (such as losing all class abilities, including spell casting) placed upon them.
SRD]Polymorph The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’ wrote:
Polymorph The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level.
Don't forget when you polymorph into a creature you turn into that type and subtype. Specific types have common natural abilities:
Dragon Type -- Immunity to magic sleep effects and paralysis effects. Giant Type -- Proficient with all simple and martial weapons Ooze Type -- Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. -- Immunity to poison, sleep effects, paralysis, polymorph, and stunning. -- Not subject to critical hits, sneak attacks or flanking. Plant Type -- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) -- Immunity to poison, sleep effects, paralysis, polymorph, and stunning. -- Not subject to critical hits or sneak attacks.
Cold Subtype -- A creature with the cold subtype has immunity to cold. It has vulnerability to fire (+50% damage) Fire Subtype -- A creature with the fire subtype has immunity to fire. It has vulnerability to cold (+50% damage)
Air Subtype -- Air creatures always have fly speeds and usually have perfect maneuverability. You gain the assumed form's fly speed . Earth Subtype -- Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. You get the assumed form's speed. Water Subtype -- Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well. You gain the assumed form's swim speed.
I call these Combat Only forms as they do not have a Humanoid like form that would allow you to continue to wear your armor and use your weapons. So in most of these forms you will use the natural attacks of the form to deal damage.
-- NOTE: You will need to change the Attack entry to reflect your BAB and new (polymorphed) Strength score. --
Dragon Type -- Immunity to magic sleep effects and paralysis effects. Giant Type -- Proficient with all simple and martial weapons Ooze Type -- Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. -- Immunity to poison, sleep effects, paralysis, polymorph, and stunning. -- Not subject to critical hits or flanking. Plant Type -- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) -- Immunity to poison, sleep effects, paralysis, polymorph, and stunning. -- Not subject to critical hits.
Cold Subtype -- A creature with the cold subtype has immunity to cold. It has vulnerability to fire (+50% damage) Fire Subtype -- A creature with the fire subtype has immunity to fire. It has vulnerability to cold (+50% damage)
Air Subtype -- Air creatures always have fly speeds and usually have perfect maneuverability. You gain the assumed form's fly speed . Earth Subtype -- Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. You get the assumed form's speed. Water Subtype -- Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well. You gain the assumed form's swim speed.
Level 7
Cloaker: Large, Fly 40, NA +7, Str 21, Dex 16, Con 17; MM/SRD Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2) Benefits: Engulf (ex), Moan (ex): Unnerve, Fear, Nausea or Stupor (must read!)
Hydra (7 heads): Huge, Reach 10 ft; Str 19; Dex 12; Con 20; NA +8; MM/SRD Attack: 7 bites +10 melee (1d10+4) Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
Lammasu: Large, Fly 60, NA +10, Str 23, Dex 12, Con 17; MM/SRD Attack: 2 claws +12 melee (1d6+6) Benefits: Pounce (Ex) On a charge it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3.
Naga, Water: Aquatic, Large, NA +5, Str 16, Dex 13, Con 18; MM/SRD Attack: Bite +7 melee (2d6+4 plus poison) Benefit: Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con.
Remorhaz: Huge, NA +11, Str 26, Dex 13, Con 21; MM/SRD Attack: Bite +13 melee (2d8+12) Benefit: Burrow 20', Improved Grab (ex), Swallow Whole (Ex) Swallowed opponents take 2d8+12 damage plus 8d6 Fire damage per round
Wyvern: Dragon, Large, Fly 60, NA +8, Str 19, Dex 12, Con 15; MM/SRD Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Benefits: Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. Dragon Type -- Immunity to magic sleep effects and paralysis effects.
Level 8
Dire Lion: Large, NA +4, Str 25, Dex 15, Con 17; MM/SRD Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) Benefits: Improved Grab (Ex), Pounce (Ex) On a charge can full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3.
Digester: Medium, NA +5, Str 17, Dex 15, Con 17; MM/SRD Full Attack: Claw +11 melee (1d8+4) Benefits: Acid Spray(Ex) 20-foot cone (4d8 damage) every 1d4 rounds. Stream of acid (8d8 damage) to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage.
Umber Hulk: Large, Reach 10’, Burrow 20, NA +8, Str 23, Dex 13, Con 19; MM p.248 Attack: 2 Claws +11 melee (2d4+6) and Bite +9 melee (2d8+3) Benefits: Burrow 20’, Multiattack Feat, Listen +11
Hydra (8 heads): Huge, Reach 10 ft; NA +9; Str 19; Dex 12; Con 20; MM/SRD Attack: 8 bites +11 melee (1d10+4) Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
Level 9
Behir: Huge, NA +11, Str 26, Dex 13, Con 21; MM/SRD Attack: Bite +15 melee (2d4+12) Benefits: Improved Grab (ex), Constrict (Ex) 2d8+8 damage, Can make 6 rake attacks as well. Rake (Ex) 6 claws +15 melee (1d4+4)
Darktentacles: Large, Reach 15 ft; NA +7; Str 19; Dex 15; Con 17; MM2 p.54 Attack: 12 slames +9 melee (1d4+4) or 12 light weapons Benefits: Improved Grab (ex) and Constrict (ex): 2d6+6
Hydra (9 heads): Huge, Reach 10 ft; NA +10; Str 21; Dex 12; Con 20; MM/SRD Attack: 9 bites +13 melee (1d10+5) Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
Naga, Dark: Large, NA +3, Str 14, Dex 15, Con 14; MM/SRD Attack: Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1) Benefit: Poison (Ex) Injury, Fortitude DC 16 or nightmare-haunted sleep for 2d4 minutes.
Naga, Spirit: Large, NA +6, Str 18, Dex 13, Con 18; MM/SRD Attack: Bite +9 melee (2d6+6 plus poison) Benefit: Poison (Ex) Injury, Fortitude DC 18, initial and secondary damage 1d8 Con
Level 10
Roper: Large, 50' reach with strand, NA +14, Str 19, Dex 13, Con 17; MM/SRD Benefits: Strands (Ex) Fires up to six strands, they can strike up to 50 feet away. Weakness (Ex) DC 18 Fortitude save or take 2d8 points of Strength damage.
Hydra (10 heads): Huge, Reach 10 ft; NA +11; Str 21; Dex 12; Con 20; MM/SRD Attack: 10 bites +14 melee (1d10+5) Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
Level 11
Chuul: Large, NA +10, Str 20, Dex 16, Con 18; MM/SRD Attack: 2 claws +12 melee (2d6+5) Benefits: Constrict 3d6+5, Improved Grab, Paralytic Tentacles(Ex): DC 19 Fort save or Paralyzed
Hydra (11 heads): Huge, Reach 10 ft; NA +12; Str 23; Dex 12; Con 20; MM/SRD Attack: 11 bites +16 melee (1d10+6) Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
Naga, Guardian: Large, NA +7, Str 21, Dex 14, Con 19; MM/SRD Attack: Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) Benefit: Poison (Ex) Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con.
Level 12
Hydra (12 heads): Huge, Reach 10 ft; NA +13; Str 23; Dex 12; Con 20; MM/SRD Attack: 12 bites +17 melee (1d10+6) Benefits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
Level 13
Red Dragon, Young, Large, Fly 150, NA +12, Str 25, Dex 10, Con 17 Attack: 1 bite +19 melee (2d6+4), 2 claws +14 melee (1d8+2), 2 wings +14 melee (1d6+2) and 1 tail slap +14 melee (1d8+6)
Troll, Cave: Giant, Large, NA +11, Str 29, Dex 13, Con 27; MM3 p.177 Benefits: Pounce, Rake, Rend, Improved Grab and Dazing Blow(Ex): DC 22 Fort or dazed
Level 10:
Gulgar: MHumanoid, Large, NA +8, Str 20, Dex 7, Con 17; MM2 Benefits: Crystalline Bone (Ex): natural attacks treated as adamantine, Sonic Pulse (Ex): 30-foot cone 3d6 sonic damage, deafen foes
Gray Render: Magical Beast, Large, NA +10, Str 23, Dex 10, Con 24; MM/SRD Benefits: Improved grab(ex), Rend(ex) 2d6+9
Level 11:
Level 12:
Shrieking Hag: MHumanoid, Medium, Fly 80, NA +10, Str 20, Dex 13, Con 16, Unapp. East
Maur, Giant: (Earth); Large; NA +9; Str 25; Dex 10; Con 20; Underdark p.95
Troll, War: MHumanoid, Large, NA +14, Str 31, Dex 16, Con 29, MM2 p.181 Benefits: Dazing Blow(Ex): DC 25 Fort save or opponent dazed
Level 13:
Firbolg, Giant, Large, NA +12, Str 36, Dex 13, Con 23; MM2 p.102 Benefits: rock throwing, trample
Legendary Ape: Animal, Large, NA +6, Str 30, Dex 17, Con 16; MM2
Sun Giant, Giant (fire), Huge, NA +10, Str 37, Dex 14, Con 25; MM2 Fire Subtype -- A creature with the fire subtype has immunity to fire. It has vulnerability to cold (+50% damage)
Level 14:
Stone Giant, large, NA +11, Str 27, Dex 15, Con 19; MM/SRD Benefits: rock throwing, +8 racial bonus on Hide checks in rocky terrain
Level 15:
Sand Giant: Large, NA +11, Str 27, Dex 21, Con 21; MM4 p.59
Bypassing metal barriers or Combat with metal creatures:
Rust Monster: 5 HD, Medium, NA +5, Special Attacks: Rust Rust (Ex) A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly.
Sneaking or Scouting:
Will-O’-Wisp: 9 HD, Small, Fly 50 (perfect), Str 1, Dex 29, Con 10 Normaly you do not gain Special Abilities of a creature, however, you do gain abilities that are 'natural abilities' Natural Invisibility (Ex) A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.
Flying transport:
Cloaker: 6 HD, Large, Fly 40, NA +7, Str 21, Dex 16, Con 17; MM/SRD Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2) Benefits: Engulf (ex), Moan (ex): Unnerve, Fear, Nausea or Stupor (must read!) As a Large creature with a 21 strength, a cloaker can carry just over 600 pounds while flying!
You must be of the type Outsider before you can use these forms. Planetouched (Aasimar, Tiefling, Genasi, etc) are the most common races to use. Taking the Otherworldly feat from Player's Guide to Faerun (p.41) is another way to gain the Outsider type.
Angel Subtype -- Immunity to acid, cold, and petrification. -- +4 racial bonus on saves against poison. Archon Subtype -- Immunity to electricity and petrification. -- +4 racial bonus on saves against poison. Deva Subtype (Fiend Folio) -- Immunity to electricity and petrification. -- +4 racial bonus on saves against poison. Eladrin Subtype (BoED p.168) -- Immunity to electricity and petrification. Guardinel Subtype (BoED p.173) -- Immunity to electricity and petrification. -- +4 racial bonus on saves against poison. Outsider Type -- Proficient with all simple and martial weapons
Level 7:
Avoral; Outsider(Good), medium, NA +8, Fly 90ft, Str 15, Dex 23, Con 20; MM/SRD
Babau: Outsider(evil), medium, NA +9, Str 20, Dex 12, Con 20; MM/SRD Benefits: +2d6 sneak-attack, +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
Bralani: Outsider(good), Medium, Fly 100, NA +6, Str 18, Dex 18, Con 17; MM/SRD
Dune Stalker, Outsider(evil), medium, NA +7, Str 16, Dex 10, Con 14; MM2 p.88
Red Slaad, Outsider, Large, NA +8, Str 21, Dex 15, Con 17, MM Benefits: Pounce(Ex): make a full attack on a charge
Xill; Outsider (Extraplanar); Medium; NA +7; Str 15, Dex 16, Con 15; MM/SRD Benefits: Implant, Improved Grab
Level 8:
Blue Slaad: Outsider, Large, NA +9, Str 23, Dex 15, Con 19; MM/SRD
Firre: Outsider (Eladrin), Medium, Fly 90, NA +12, Str 20, Dex 14, Con 12, Int 17; BoED Eladrin Subtype -- Immunity to electricity and petrification.
Palrethee, Outsider (evil), Medium, NA +10, Str 19, Dex 16, Con 16, Int 13; MM2 p.58 Benefits: Demonic Burn(Ex) melee attack, save DC 17 reflex or catch fire for 1d4 rounds
Lupinal, Outsider (guardinal), Medium, NA +3, Str 23, Dex 20, Con 13, Int 16, MM2 p.43 Guardinel Subtype -- Immunity to electricity and petrification.
Night Hag, Outsider(evil), Medium, NA +11, Str 19, Dex 12, Con 18; MM/SRD
Warden Archon, Outsider (archon), Large, NA +12, Str 27, Dex 11, Con 17, Int 16; BoED Archon Subtype -- Immunity to electricity and petrification.
Level 9:
Amnizu, Outsider(evil), Medium, Fly 60, NA +11, Str 12, Dex 11, Con 13, Int 16; MM2 p.67
Green Slaad: Outsider, Large, NA +13, Str 23, Dex 13, Con 19; MM
Erinyes, Outsider(evil), Medium, Fly 50, NA +8, Str 21, Dex 21, Con 21, Int 14; MM/SRD Feats: Dodge, Mobility
Level 10:
Hezrou, Outsider(evil), large, NA +14, Str 21, Dex 10, Con 29, Int 14; MM/SRD Benefits: +8 listen, spot, Improved Grab, Stench(Ex) DC24 Fort save or be nauseated,
Bone Devil, Outsider(evil), large, NA +11, Str 21, Dex 21, Con 21, Int 14; MM/SRD Benefits: Poison(Ex) Injury, Fort DC 20, 1d6 STR / 2d6 str
Monadic Deva, Outsider (Deva, Good), Medium, fly 90, NA +12, Str 20, Dex 16, Con 20, Int 17; FiendFolio p.56 Deva Subtype -- Immunity to electricity and petrification.
Ghaele, Outsider(good), medium, 50ft, NA +14, Str 25, Dex 12, Con 15, Int 16; MM/SRD Benefits: Light Ray(Ex) Ranged touch, 2d12 damage, overcomes all types of DR
Yagnoloth; Outsider; Large; NA +10; Str 30; Dex 14; Con 19, Int 15; MM2 p.203 Benefits: Stunning Blow(Ex): Fortitude save DC25 or be stunned
Level 11:
Rakshasa, Naztharune, Outsider, Medium, NA +5, Str 14, Dex 20, Con 18, Int 15; MM3 p.136 Benefits: Sneak Attack (ex) +6d6
Sword Archon, Outsider (Archon,Good), Large, 10/10, Fly 90, NA +14, Str 25, Dex 17, Con 14, Int 12; BoED Archon Subtype -- Immunity to electricity and petrification.
Level 12:
Arcanaloth, Outsider(evil), medium, Fly 50, NA +15, Str 11, Dex 16, Con 11, Int 20; MM2 p.203 Benefits: Poison(Ex): Injury Fort DC 16, 1 Str damage with each claw attack
Astral Deva: Outsider (Angel,Good), medium, Fly 100, NA +15, Str 22, Dex 18, Con 18, Int 18; MM/SRD Angel Subtype -- Immunity to acid, cold, and petrification.
Barbed Devil, Outsider(evil), large, NA +13, Str 23, Dex 23, Con 23, Int 12; MM/SRD Benefits: Impale(Ex) Deals 3d8+9 damage with grapple, Improved Grab,
Kelvezu (Demon); Outsider(evil); medium; Fly 60; NA +15; Str 21, Dex 31, Con 16, Int 17; MM2 p.60 Benefits: Poison(Ex): Injury Fort DC 19, 1d6 CON / 1d6 Con, Sneak Attack +8d6;
Leonal, Outsider(good), medium, NA +14, Str 27, Dex 17, Con 20, Int 14; MM/SRD Benefits: +4 balance, hide, move silently, Pounce (Full attack on charge), Improved Grab, Rake
Level 13:
Level 14:
Ice Devil (Gelugon): Outsider (Evil), Large, NA +18, Str 23, Dex 21, Con 23, Int 22; MM/SRD Benefits: Int of 22 makes this a good target for Polymorph Any Object
Planetar, Outsider (Angel,Good), Large, Fly 90, NA +20, Str 25, Dex 19, Con 20, Int 22; MM/SRD Benefits: Int of 22 makes this a good target for Polymorph Any Object Angel Subtype -- Immunity to acid, cold, and petrification.
Level 15:
Horned Devil, Outsider(evil), Large, Fly 50, NA +19, Str 31, Dex 25, Con 25, Int 14; MM/SRD
Draconic Polymorph (Draconomicon p.79) Level: Sor/Wiz 5 Max HD raised to 20, untyped bonus to Str +8 and Con +2
Level 16 Outsider
Marilith: Outsider(evil), Large, NA +16, Str 29, Dex 19, Con 29, MM/SRD Benefits: Improved Grab(ex), Constrict(ex): 4d6+13
Level 17
Level 18 Outsider
Pit Fiend: Outsider(evil), Large, Fly 60, NA +23, Str 37, Dex 27, Con 27; MM/SRD Other Benefits: Constrict (Ex), Improved Grab (Ex), Poison (Ex): Injury, Fortitude DC 27, damage 1d6 Con
Tulani: Outsider(good), Medium, Fly 90, NA +20, Str 20, Dex 22, Con 22; BoED
Level 19
Level 20 Outsider
Balor: Outsider(evil), Large, Fly 90, NA +19, Str 35, Dex 25, Con 31; MM/SRD
Titan: Outsider(chaotic), Huge, NA +19, Str 43, Dex 12, Con 39; MM
Polymorph Any Object The Polymorph Any Object spell allows you to take the form of objects, which opens up Constructs and Undead as additional forms you can assume. In addition, you gain the Intelligence score of the new form.
Construct Type -- No Constitution score. -- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). -- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. -- Cannot heal damage on their own, but you often can be repaired by exposing yourself to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. -- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. -- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). -- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. -- Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table in the Monster Manual glossary. -- Constructs do not eat, sleep, or breathe.
Elemental Type -- Immunity to poison, sleep effects, paralysis, and stunning. -- Not subject to critical hits or flanking. -- Elementals do not eat, sleep, or breathe.
Undead Type -- No Constitution score. -- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). -- Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. -- Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. -- Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score. -- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). -- Uses its Charisma modifier for Concentration checks. -- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. -- Undead do not breathe, eat, or sleep.
Construct Forms
Zelekhut: 8 HD, Construct, Large, Fly 60, NA +10, Str 21, Dex 11, Con 0, Int 10; MM/SRD Full Attack: 2 spiked chains +10 melee (2d6+5 plus 1d6 electricity) Benefits: Construct traits, Fast Healing 5, It can cause two spiked chains to spring forth from its forearms as a free action. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings is also a free action.
Nimblewright: 10 HD, Construct, Medium, NA +7, Str 19, Dex 24, Con -, Int 10; MM3 p.162 Full Attack: 2 rapier-hands +11 melee (2d6+4/12-20) Benefits: Construct traits
Marut: 15 HD, Construct, Large, NA +16, Str 35, Dex 13, Con
These spells do not have the Polymorph Subschool, but unlike the Polymorph spell, the only let you assume the form and very specific abilities of a creature.
New polymorph like spells from:
Spell Compendium
ASPECT OF THE EARTH HUNTER Transmutation Level: Druid 6, ranger 4 Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bulette (MM 30). While under the effect of the spell, your creature type changes to magical beast, and your size changes to Huge. You have the space and reach of a bulette (XX feet/XX feet). You gain the Strength, Dexterity, and Constitution of an average bulette (Str XX, Dex XX, Con XX), but you retain your own mental ability scores. Your base land speed becomes XX feet, and you gain a burrow speed of XX feet. You gain darkvision out to XX feet. You also gain low-light vision, scent, and tremorsense out to XX feet. Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian's rage or a rogue's sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in bulette form. However, if you have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +XX, regardless of any natural armor bonus from your normal form. You can make two claw attacks, which are natural weapons that deal 2d8+8 points of damage. While in bulette form, you gain the bulette's leap extraordinary attack form, allowing you to make four claw attacks instead of two. Your equipment melds into your new form and becomes nonfunctional.
ASPECT OF THE WOLF Transmutation Level: Druid 1, ranger 1 Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf (MM 283). (the rest of the text spells out exactly what you do and don't get)
BODY OF WAR Transmutation Level: Sorcerer/wizard 7 Casting Time : 1 standard action Range: Personal Target: You Duration: 1 round/level (D) When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a warforged titan (Eberron Campaign Setting 302). (the rest of the text spells out exactly what you do and don't get)
DISPLACER FORM Transmutation Level: Sorcerer/wizard 4 Casting Time : 1 standard action Range: Personal Target: You Duration: 1 round/level (D) When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a displacer beast (MM 66). (the rest of the text spells out exactly what you do and don't get)
HOLY TRANSFORMATION Transmutation [Good] Level: Cleric 7 This spell functions like lesser holy transformation, but when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a hound archon (MM 16). While under the effect of the spell, your creature type changes to outsider (archon, good, lawful), and your size changes to Medium. You have the space and reach of a hound archon (X feet/X feet). You gain a +X sacred bonus to Strength and Constitution. You gain darkvision out to XX feet. You gain a +X sacred bonus on saving throws. You gain damage reduction X/evil. Evil creatures within XX feet of you take a –X penalty on attack rolls and saving throws. You gain the ability to speak and understand Celestial.
HOLY TRANSFORMATION, LESSER Transmutation [Good] Level: Cleric 4 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a protectar (Miniatures Handbook 66). (the rest of the text spells out exactly what you do and don't get)
INFERNAL TRANSFORMATION Transmutation [Evil] Level: Cleric 7 This spell functions like lesser infernal transformation, except when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bone devil (MM 52). (the rest of the text spells out exactly what you do and don't get)
INFERNAL TRANSFORMATION, LESSER Transmutation [Evil] Level: Cleric 4 Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bearded devil (MM 52). (the rest of the text spells out exactly what you do and don't get)
PRIMAL FORM Transmutation Level: Druid 3, sorcerer/wizard 3 Casting Time : 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) When you cast this spell, choose an element (air, earth, fire, or water). You assume the physical appearance and many of the qualities and abilities of a Medium elemental of the chosen element (MM 96–100) (the rest of the text spells out exactly what you do and don't get)
Compared to the Polymorph spell, these have had their target changed to only the caster, duration changed to rounds/level (instead of minutes/level) but they are also now Swift Action to cast.
Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)
And because of the Polymorph subschool, you lose your spell casting class feature!
Polymorph Subschool text from Complete Mage ---------------------------------------------------------- THE POLYMORPH SUBSCHOOL A feature introduced in Player's Handbook II and further developed in this book is the polymorph subschool, which is defined and explained below. A spell of the polymorph subschool changes the target's form from one shape to another. Unless stated otherwise in the spell's description, the target of a polymorph spell takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: • The target retains its own alignment (and personality, within the limits of the new form's ability scores). • The target retains its own hit points. The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. • The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw). In all other ways, the target's normal game statistics are effectively replaced by those of the new form. The target loses all of the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use these class features). If the new form's size is different from the target's normal size, its new space must share as much of the original form's space as possible, squeezing into the available space (PH 148) if necessary. If insufficient space exists for the new form, the spell fails. Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target's feet. The spellcaster can freely designate the new form's minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under the spellcaster's control, but they must fall within the norms for the new form's kind. The target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends. Incorporeal or gaseous creatures are immune to polymorph spells, as are creatures of the plant type. A creature with the shapechanger subtype (such as a lycanthrope or doppelganger) can revert to its natural form as a standard action. ----------------------------------------------------------
Polymorph subschool spells from:
Complete Mage
ASPECT OF THE ICY HUNTER Transmutation (Polymorph) Level: Sorcerer/wizard 4 You take the form of a winter wolf (MM 256). You gain 20 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
DREADED FORM OF THE EYE TYRANT Transmutation (Polymorph) Level: Sorcerer/wizard 8 You take the form of a beholder (MM 26). You gain 30 temporary hit points, which disappear at the end of the spell's duration. You can use only one eye ray each round, and each of your ten eye rays can be used only once during the spell's duration. For example, once you use your disintegrate eye ray, you can't use that eye ray again during this casting of the spell. See the Polymorph Subschool sidebar on page 91 for more details.
FORM OF THE THREEFOLD BEAST Transmutation (Polymorph) Level: Sorcerer/wizard 5 You take the form of a chimera (MM 34); choose the color of your dragon head from the options noted in the monster description when you cast the spell. You gain 30 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
SHAPE OF THE HELLSPAWNED STALKER Transmutation (Polymorph) Level: Sorcerer/wizard 3 You take the form of a hell hound (MM 151). You gain 10 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
UNYIELDING FORM OF INEVITABLE DEATH Transmutation (Polymorph) Level: Sorcerer/wizard 8 You take the form of a marut (MM 159), including the full plate armor normally worn by such a creature. You gain 50 temporary hit points, which disappear at the end of the spell's duration. You can use each of the marut's at-will spell-like abilities (such as dimension door) once per casting of the spell, but you don't gain access to any of the marut's 1/day or 1/week spell-like abilities (such as chain lightning or earthquake). See the Polymorph Subschool sidebar on page 91 for more details.
New Polymorph subschool spells from:
Players Handbook II
Dragonshape Transmutation (Polymorph) Level: Sorcerer/wizard 9 You take the form of a mature adult red dragon (see below). You gain 150 temporary hit points, which disappear at the end of the spell's duration. You do not gain the normal spell casting ability of your new form. See the Polymorph Subschool sidebar on page 95 for more details.
Trollshape Transmutation (Polymorph) Level: Sorcerer/wizard 4 You take on the form and abilities of a Troll (MM 247). You gain 30 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 95 for more details.