Master of Many Forms from Complete Adventurer is the closest equivalent (as the 3.5 version of the Shifter), and is really very, very similar to Shifter. You'll typically start as Druid and then pick the prestige class up.
Shifter iteslf is a 3.0 class from Masters of the Wild.
You can get stats for the monsters you can turn into using the Monster Manuals, but you'll have to make some modifications for your BAB, base saves, mental stats, feats, and the other things that change due to Wild Shape. The Master of Many Forms Bible is a great help with a lot of information on the monsters you can turn into, as well. If you have monsters you want to change into frequently, it's a very good idea to prepare the stats ahead of time rather than try to recalculate on the fly.
For gear, the general rule is that any gear you're wearing melds into your form when you Wild Shape and doesn't work. There's exceptions, of course. :) Any item with the "Wild" armor property keeps working, and any item attached to a Wildling Clasp also keeps working. You also keep your current maximum HP even if your CON changes. The exact details of every item get lengthy and are their own question, so if you're curious about a specific item (or class of items) and can't find the answer already feel free to ask another question. :)
All creature types
A monster is defined as any creature that can be interacted with and potentially fought and killed.
The monster manual defines monster as the above. And just from this you can get your answer: this spell works on basically everything.
You attempt to beguile a creature that you can see within range.
The spell works on any type of creature assuming it meets the other requirements in the spell description. But there are no types excluded.
See this question for an in depth discussion on what the word creature means in game terms.
To quote from the answer in that thread though:
Creature is basically every living breathing (or undead) thing big
enough to be considered at least CR0 (give or take).
So the spell works essentially on any thing adventurers might come across.
Best Answer
As stated in the comments on the original question, Large sized creatures are not officially sanctioned as valid characters by WotC.
But, we Old School DMs try stuff like anyway - because it's fun. So here's the start of a possible home-brew variant, addressing some of the concerns raised on the thread: What are the advantages and disadvantages of allowing a player to play a large creature?
I imagine you want to play a Giant for the extra die of damage. So be it. That's the primary advantage - but let's make it pretty much the only advantage, primarily offset by your size requirement: 2x2x2"
We've still got to fix the biggest balance problem raised by your size:
Close Burst/Aura
diameterSuggested fix: Chose one of your current squares as the origin for the burst effect.
Burst/Aura 1
will then only hit your 4 squares plus 5 more - not the usual 9. This specifically puts a cap on your number of adjacent enemies effected by powers like Defender Aura.This is similar to the effects for
Mounted Combat
ddi:In short, any diameter effect on one of your powers that would be increased as a result of your size, should be so modified. You lose 3 squares of effect in exchange for and extra damage die and other cool "I'm a Giant powers."