Squeakers are attractive, chincilla-like animals named for their devastating sonic attacks. About the size of a house cat, squeakers roam in packs through deep forests and caverns devouring whatever crosses their path.
Squeakers are named for their disorienting vocal calls. Anyone hearing the rapid, high-pitched sound of a squeaker must make a saving throw or become confused and dizzy for 10 rounds. Creatures that fail their save are too confused to take any action other than stumble away at half-speed, and must make a second save every round they move. A failed save means the victim has fallen. For every 10 squeakers in a squeaker pack, a character takes a -1 penalty to their saving throw. Squeakers are immune to the effects of other squeakers.
Deaf creatures, or creatures immune to sonic attacks, sometimes accompany squeakers to finish off stunned victims. Squeakers are also frequently kept as guards and watchbeasts.
Squeaker packs can also be treated as a single monster by DMs. Squeaker packs treated this way take only 1/2 damage from any non-area attack.
Squeaker: HD 1d4, AC 8 , Atks 1 bite (1 hp), Move 6, Save 18, CL/XP B/10, Special stunning squeak
Squeaker Pack (10 Squeakers): HD 1, AC 8 , Atks 1 bite (1d6), Move 6, Save 17, CL/XP 3/60, Special stunning squeak (-1 penalty to save), 1/2 damage from non-area attacks
Squeaker Pack (30 Squeakers): HD 3, AC 8 , Atks 1 bite (3d6), Move 6, Save 14, CL/XP 5/240, Special stunning squeak (-3 penalty to save), 1/2 damage from non-area attacks
Squeaker Pack (50 Squeakers): HD 5, AC 8 , Atks 1 bite (5d6), Move 6, Save 12, CL/XP 7/600, Special stunning squeak (-5 penalty to save), 1/2 damage from non-area attacks