That is not a question.
Druid (Moon) 2 is the answer though.
There is almost no reason to not have Wildshape in your repertoire. You might not be able to fly or swim, but you can do plenty of other stuff. Free giant spider climb, flurries as a bear early on, giant badger burrowing, giant hyena rampages, warhorse charge/prone/trampling all come to mind. Every form has Dex+Wis armour as soon as you hit Monk 1, which is almost always better than any natural armour they have, since you'll be pumping Wis anyway.
Martial arts doesn't work in Wildshape (WS attacks aren't "unarmed" or with a monk weapon), but Flurry of Blows works fine (two extra d4+"str or dex" attacks, better as monk damage goes up, as a bonus action every time you attack, if you have the ki to do so).
If you take one level in Druid, you'd better be damn sure you take two. Better than an extra ASI or feat, any day of the week. Wildshape is awesome. Even more-so as a Monk. 10'+ extra movement (argue for any movement, so climbing and burrowing), Wis armour, Flurry. AniMonks are great, heavy monk or heavy druid. It's one of those amazing classes.
Don't choose Polearm Master as a Monk. You have Martial Arts. You already have bonus action attacks with a stick. A Wisdom stick. You lose half of the feat already, just because you're a Monk. Any other feat is better.
Magical Initiate is better. Far better. Warlock w/ Hex/Mage Hand/Minor Illusion would be useful all campaign. Cleric w/ Bless/Resistance/Guidance is good too, just so your Druid cantrips are freed up, and Bless is great all game (no MAD about it either). Or go for a Half Elf for stats and skills (or SCAG it up if you want to).