This is a bit of a weird one, tough to rate.

  • Huge Plant (with reach).
  • 6 RHD (d8 hp, medium BAB, one good save, and 2 skill points/"level" once you get an Int score).
  • Speed 5 ft: yeah, you're going to need to do something about that if you want to be an adventurer.
  • +6 natural AC.
  • 6 vine whips 1d6; musk puff ranged attack.
  • Consume Intelligence: 1d4 Int damage/round to helpless or willing creatures in reach. This results in digestion or becoming a zombie plant once you hit 0 Int, depending on a Fort save. Minionmancy, and the end result is generally better than a standard zombie, also without HD limit.
  • Musk puff: Fort save and move up and stand around for 2d8 rounds getting your Int drained.
  • Blindsight 30 ft: seems to be as well as normal sight, if I'm reading the fluff text correctly?
  • Plant traits: lots of nice immunities.
  • Regeneration 5, overcome by fire of acid. Nice.
  • Dex +6, Con +10, Int --, Cha -2: net +14 with opne non-ability. You're obviously going to need an Int score somehow to be playable.
  • Weapon Finesse as a bonus feat.
  • No racial skills.

Very non-standard body type, can't speak; may be able to manipulate items with vines, if the DM is feeling generous.

I'll tentatively go along with LA +0* for now.