Now this build is constructed under the impression you’re using it for Halsin, however it CAN be used on other party members should you not want to use him in your party or are playing honor mode and you failed to complete Halsin’s quest in act 2. If you do that you can improve it further with many other passive boons like the Illithid Abilities, Volo’s eye, the hags hair, potion of everlasting vigor, and sweet stone features respectively. . Other than the weapons and shield all of the equipment carries over to wildshape, however kethric’s shield providing a +1 to your spells, the dark fire short bow’s resistances and free haste cast, along with the defender’s flail’s free bonus to ac still gives them a purpose. Feel free to swap the weapons and shield around if you want but the rest is pretty set in stone.
The feats also are set in stone as they largely ensure all your wildshape forms are strong and to improve your initiative. The weapon mastery feat for the myrmidons and an rounded out 18 dex for improved initiative, tavern brawler for the unarmed ones and rounded out 16 constitution, and alert for a +5 initiative.
There are other races you can use for this you want to make it your PC, or you failed to save Halsin from the goblin camp or failed to protect the portal in honor mode. These Races listed from best to worst. However just know that the Wood Elf one of the better races for moon druid given how useful the wood elf’s increased movement speed is. Just be sure to swap out the proficiency in the final feat with short bows and longbows instead of crossbows and heavy crossbows if you do go a different race.
Gnome: Arguably the weakest option here but it still can work. It gives Gnome cunning which gives advantage on Intelligence, Wisdom, and Charisma does carry over so it would allow you to have the same advantage effect as the armor of moon basking has if you wanted to use the mutilated carapace instead. However the way the gnome’s movement speed is reduced through the passive of Shortened Stride carries over into wild shape. Making them the only race who actually hinders the wild shape in someway albeit slightly. Can work but you have better alternatives.
Dragonborn/Tiefling: The ring covers all resistances with it’s warding bond ability, but if you don’t want to use the ring or a camp hireling to cast warding bond both Hellish Resistance and Draconic Ancestry persist in wild shape. And their breath and their breath passives and cantrips can be fun flavor.
Halfling: The Halfling Luck passive allowing you to re roll unlucky natural ones still persists in Wildshape, so it’s not too bad for an option as nobody likes to roll those critical misses and critical fails.
Half Orc: With Savage Attacks when they score a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This gives them synergy with the myrmidon forms as they are the only shape that utilizes weapon attacks (except for the earth myrmidon)
Duergar: Duergar may just be in contention with wood elf for the best race for this build but it’s still very close. Most of their passive features carry into wild shape, specifically both Dwarven Resilience and Improved dark vision. But that’s not why they’re the best. Not only do they have that unlimited casting invisibility outside of combat for a bit of fun cheese potential, but their unique version of Enlarge doesn’t require concentration persists in wildshape if casted before transforming. This of course opens up some fun strats with the amulet giving you innate feather falling gives you access to the hilarious Owlbear from the top ropes tactic for a lot more situations, but it also gives you 1d4 more damage on weapon attacks for the Myrmidons but also advantage on Strength Checks and saving throws.