Hmmm. Ok so I was wrong. What if it doesn't have a LA listed? Is there anyway I could figure it ok? And here is the race by the way.
Thallid
Medium Plant
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft
AC: 16 (+6 Natural)
Attacks: 1 Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Saproling Factory, Natural Appearance
Saves: Fort +5, Refl +0, Will +1
Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 12, Cha 8
Skills: Hide +4*, Spot +2, Listen +2
Feats: None
Climate/Terrain: Forests and Valleys
Organization: Solitary, Clutch (2-5), Army (10-100)
Challenge Rating: 1
Treasure: ½ Normal
Alignment: Neutral
Advancement: 3-4 HD (Medium-size)
Thallids are strange magically-created fungal plant life created by arcane elven farmers in ages past. The thallids rose up and destroyed their creators and to this day control
the forest they were cloned in.
Thallids come in many forms, some more fungal appearing than others, some even looking like bipedal flowering plants. Most are deep green in colour and they are all
photosynthetic unlike most naturally-occurring fungi. They are usually about 5 feet tall and thick and weigh about 225 pounds. They are ravenous eaters, never seeming to get full, and a Thallid not going about a task is often found on “guard duty”, soaking up sunlight and earthbound nutrients.
COMBAT
Thallids will generally rush offending creatures in a swarming group accompanied by hordes of Saprolings. They are not especially effective combatants on their own and can generally be easily dispatched if they are not in a group.
Saproling Factory: A well-fed Thallid continuously buds and sprouts Saprolings. Under optimal conditions they bud a Saproling every day. Under typical conditions they will have 3d4 Saprolings in their immediate area for every Thallid encountered. Many of these Saprolings will be crawling over and about the Thallids themselves. Under dryer or harsher conditions 1d4 or 2d4 Saprolings will be encountered per Thallid. See the Saproling entry for more information.
Natural Appearance: Thallids gain a +4 racial bonus to Hide rolls in naturally wooded environments.
And the saprolings that a go with it.
Saproling
Small Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft
AC: 13 (+1 Size, +2 Natural)
Attacks: 1 Slam +2 melee
Damage: Slam 1d3+1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Natural Appearance
Saves: Fort +3, Refl +0, Will -3
Abilities: Str 12, Dex 10, Con 12, Int 4, Wis 4, Cha 4
Skills: Hide +2*
Feats: None
Climate/Terrain: Forests and Valleys
Organization: Solitary, Clutch (10-40), Army (100-1000)
Challenge Rating: 1/6
Treasure: None
Alignment: Neutral
Advancement: None
Saprolings are small, motile fungal creatures budded off from many Thallids. They are generally unnoticed until they join in a rush of Thallids against intruders.
COMBAT
Generally, Saprolings are inoffensive unless motivated into combat by their accompanying Thallids. Then they rush forward and swarm over their enemies.
Natural Appearance: Saprolings gain a +4 racial bonus to Hide rolls in naturally wooded environments.
And this was from the homebrew section of this site. Not mine.