Mandragora

Small, inscrutable plant-based kin. Mandragora are a common sight in the jungles of Kingdom Plantae. It's unclear whether they harbour their own sentience or are the jungle's attempt to mimic or communicate with humanoid visitors. It's not wise to upset Mandragora, as they have a nasty bite. So far, attempts to teach them the languages of people haven't been successful.

(loosely based on the Mandragora racial or monster template)

Racial traits
Mandragora photosynthetise and digest insects for food. They can't survive without rich soil, clean air and plenty of moisture. They don't need to sleep. Mandragora can pick up people's weapons and use them (at a -1 penalty for plant clumsiness, or a -2 penalty if the weapons are large and bulky).
 * +2 Cha, -1 Int: these little tubers are charming and cute in their peculiar way.
 * Size: small. +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Mandragora can carry half of what a person can.
 * Speed: 20ft. Mandragora can burrow at 10ft. A burrowing mandragora usually does not make a usable tunnel (unless it wants to).
 * Immunity to poison, sleep effects, paralysis and polymorph.
 * Blockheaded: +2 on saves against stunning and mind-affecting effects.
 * Mandragora are difficult to wound and resist attacks that target vital spots. Critical hits with finesse weapons don't work on them, as they don't have organs like animals would.
 * Vulnerable to Fire: Mandragora don't get to roll for half damage against fire based attacks. Attacking them successfully with a torch will deal them a minimum of 2D6 damage. Mandragora tend not to approach campfires.

A mandragora itself is quite toxic. Mandragora's blood is an ingested poison. Any creature that scores a bite attack on the mandragora, or swallows it, is treated as ingesting the poison.
 * Poisonous Bite (Ex): Mandragoras have sharp teeth that deal 1d3 damage as a primary natural attack. Each bite delivers Mandragora's Sap poison. Make a Tough Constitution check to resist it. Initial Damage is a slowing effect lasting 1d6+1 rounds. One minute later, the victim must make a second save or suffer Unconsciousness for 1d3 hours.
 * Sad Cry (Ex): A mandragora can cry out a mournful lamentation as a free action. All hostile targets within earshot (30ft) of the mandragora suffer a −1 morale penalty on saves, skill checks and attacks unless they make a Tough Will save. The effect lasts for as long as the target hears the mandragora cry and for 5 rounds thereafter.
 * Languages: Sylvan. Mandragora are sentient but need a translator to speak with people.