Mobility: Pick a few forms that can fly, swim, and burrow.
I think you'd get a climb
speed also, which can be handy. Combat: High natural armor class, and natural attacks. Mobility can be helpful here also. Utility: Many creatures have high racial bonuses to skills, and/or racial bonus feats. Telling whether something is a racial bonus feat or not can be tricky. If it has a (B) next to it in the feats section, it definitely is. Otherwise, if the creature's description doesn't say that it is, it probably isn't. All creatures get feats every three levels, and at first level, and you don't get those from the spell. I think disguising yourself as a member of another race, or an individual, also falls under this, but I guess it could be its own category. If you submit something to be added to the list, please list the HD of the creature, the Type of the creature, benefits it offers, and what book or resource it is from. Just so we are all clear on what exactly you can get from the spell, here is an excerpt from its description in the SRD. Pay special attention to the parts I've underlined. You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth. You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesnt change the creature type or subtype. Here is the compiled list so far, taken from lists by Lilt, Schulerta, ErikPSO, SouthernSkies, and various other sources. Dpskane is in the process of adding a column to it that indicates whether the form would be capable of using Verbal and/or Somatic components. Feel free to look over the list, and check to make sure it is correct, because I don't own all of the books used as sources in it. Humanoids from the SRD: Fuente; Cast; Armadura Natural; Tamao; Movimiento; y Skill/Dote Bonus Bugbear MM p29 V/S 3 M 30ft +4 Move Silently<br /> Dwarf PHB 14 V/S - M 20ft (no encumbrance) +2 to Craft (Stone or Metal), <br /> +2 to Search (Stonework)<br /> Duergar MM 92 V/S - M 20ft (no encumbrance) +4 Move Silently, +1 Listen and Spot<br />