No, they can't.
Emphasis mine:
Swarm Subtype: A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature.
First, while a swarm may act as a single creature, it isn't one.
Second, you wouldn't Wild Shape into either a Small or Medium creature.
So, per the rules as written, you cannot Wild Shape into a swarm.
However, like you said, it can be a bit open to interpretation. You should consult your GM to see if they'd allow this. I probably would, depending on what kind of swarm.
Some planar shepherd questions won't generate good answers when the questions are about the class's abilities' interactions with planes outside the Eberron campaign setting. That means, as always,
Ask the DM
The Wilderness of the Beastlands has never received the attention the higher profile planes receive. Like the previous question about the Outlands, the planar shepherd who picks a fictionally underdeveloped plane1 with which to link is at no particular advantage over a planar shepherd who picks a fictionally well-developed plane.2 A planar shepherd who picks an unpopular plane just leaves more of his options up to the DM.
The Beastlands' Magical Beasts
There's just one.
In addition, native to the Beastlands is the beast dragon (Dragon #321 50-1), a dragon with the extraplanar subtype, and the dread blossom swarm (MM3 45), a plant. No single template changes dragons or plants to magical beasts, however.
Template Shenanigans
There's no template that makes an animal into a magical beast by making it more beastlandish, but that's okay because the Beastlands specifically calls out the template celestial, which "can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment" (MM 31), so that template's pretty wide-ranging.
And while it's interesting that the Beastlands "is the home of many beasts of legend--superior versions of powerful animals, beasts, and magical beasts" (MP 142), that doesn't let the Beastlands-attuned planar shepherd break the rules of the template monster of legend, which says that it "can be added to any animal, beast, magical beast, or monstrous humanoid .... The creature’s type changes to outsider [not magical beast], though the monster of legend’s home plane is the Material Plane" (MM2 213), not the Beastlands. So what, exactly, that sentence means is up to the DM; perhaps the DM'd be willing to homebrew some creatures, convert some from a previous edition, or allow 3rd-party sources to satisfy this note.
But ask the DM if the planar shepherd's level 3 wild shape special ability that permits him "to change into a magical beast native to [the] chosen plane" and "includes creatures whose type changes to magical beast as the result of applying a template" (FE 106) also includes templates other than the examples celestial or fiendish. If yes, there are templates that can be added to animals to change their types to magical beasts. In my opinion, those appropriate for Beastlands animals include the following:
- chimeric creature (MM2 206).
- kaiju (Dragon #289 68-71). Note: Using wild shape to assume the form of one, though, is quite the challenge.
- monstrous beast (SS 122).
- valicorn ("Ghostwalk Web Enhancement" 4-5).
- winged creature (SS 137).
Any of these could satisfy the "beasts of legend" flavor text of the Beastlands.
The Beastlands' Native Outsiders
In Dungeons and Dragons, 3rd Edition the following outsiders are native to the Beastlands:
Some neutral good angels. According to the Monster Manual, one of the sources of "neutral good angels [is]... the Beastlands" (MM 10).
After the Monster Manual Wizards of the Coast published no further angels.
- The hollyphant (BE 176-7).
- The spirit of the wild (Dungeon #148 25)
- The xap-yaup energon (PlH 122).
Unlike many planes, the Beastlands never received their iconic creatures--the plane's popularity never even spawned a race as sparsely detailed as the rilmani from the Outlands or the demodands of Carceri. The closest I could find from earlier editions are the mortai, converted to Dungeons and Dragons, 3rd Edition here, and, honestly, I don't think they count.
live in Remains Different from native to
It's obvious you want the answer to be different, but Jack Lesnie's correct when he says that these terms mean different things. Seriously.
- "Lawful good angels hail from the plane of Celestia, neutral good angels from the plane of Elysium or the Beastlands, and chaotic good angels from plane of Arborea" (MM 10).
- "Archons are celestials from the plane of Celestia" (MM 10).
- "The eladrins are a celestial race native to the plane of Arborea" (MM 93).
- "Guardinals are a celestial race native to the plane of Elysium" (MM 141).
- "Lillends are mysterious visitors from the plane of Ysgard" (MM 168).
...And so on. An outsider's entry tells the reader what plane a creature's native to. All the other times when a creature is mentioned as hanging out on another plane, such a creature can only live in another plane. He's not native to it.
- While I find researching these questions interesting, there just isn't that much information about Arborea, Bytopia, Ysgard, Pandemonium, Carceri, and the like.
- In fact, short of the Abyss, Celestia, Baator, Limbo, and Mechanus, not a lot's been said about many planes.
Best Answer
The rules are unclear. You must
Ask the DM
According to the text of the totem druid's supernatural ability totem shape, the totem druid absolutely "gains the ability to change into" the totem shape "once per day." That ability can't be denied. Except it immediately can be denied by the sentence you noted that's part of the druid's supernatural ability wild shape: "The new [totem] form's Hit Dice can’t exceed the character’s druid level."
A ruling from the DM is required to make sense of this ability.
The glass bear
Although it's very powerful to use totem shape (hence wild shape hence alternate form) to become, for example, a polar bear for an hour as a level 1 totem druid, the special ability alternate form doesn't, in itself, make that impossible. In fact, alternate form has these limits:
So even if a DM allows a level 1 totem druid to assume the form of, for example, a polar bear (MM 269), the totem druid will still probably only have 8 to 12 hp, and a lucky arrow or spear still drops him. Nonetheless, this remains a pretty serious combat buff.
The Conversation
The totem druid (Dragon #335 87) has two abilities relevant to the question. The first is totem animal:
The second is the supernatural ability totem shape:
The specific supernatural ability totem shape overrules the more general rules of the typical druid's supernatural ability wild shape. Rather than reproducing wild shape below, I've reproduced wild shape below with the exceptions that are made because of the totem druid's totem shape.
That's actually pretty clear by Dungeons and Dragons, 3rd Edition standards.
The DM must determine, however, if this text is part of the the supernatural ability totem shape:
Which is the whole problem in a nutshell.
The Second Issue
A creature who can assume different forms can't deviate that far from the creature's printed entry unless special abilities tell him he can and how that's done. Most creatures who can assume alternate forms are stuck with printed creatures or variations on printed creatures. A generous DM may allow a character to advance the creature to such a degree that the creature's size changes if such advancement is still within the confines of his abilities. For example, a character who can assume the form of a hyena (MM 274) but is limited by his level in HD when doing so might be allowed, upon reaching level 4, to assume the form of a Large hyena (like a hyena that is advanced to 4 HD), but such a character could never become a Huge hyena nor a Small hyena as there's no way to make the printed hyena bigger than Large or smaller than Medium according to its creature entry; such a character would be stuck with either the Medium or the Large hyena form.