Hmmm. Apparently the Squealer is one bad mammajamma when it's converted over to third edition...
SQUEALER
Large Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 30 ft., climb 15 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +9/+19
Attack: Bite +14 melee (1d8+6)
Full Attack: Bite +14 melee (1d8+6), 3 claws +12 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake (1d6+3)
Special Qualities: Sound imitation, darkvision 60 ft.
Saves: Fort +8, Ref +6, Will +9
Abilities: Str 23, Dex 15, Con 18, Int 4, Wis 13, Cha 8
Skills: Climb +9, Hide +4, Listen +6, Spot +6
Feats: Alertness, Cleave, Improved Initiative, Multiattack, Power Attack
Environment: Temperate plains, hills, mountains and forests
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: 13-17 HD (Large)
Level Adjustment: -
Sound Imitation (Ex): Squealers can imitate the death shrieks and cries of various animals to attract prey. Listeners must succeed at a DC 16 Willpower save to detect the ruse.
Improved Grab (Ex): If a squealer hits a Medium or smaller creature with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A grappling squealer can attempt to rake its opponent.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3. The squealer can use all three of its claws in a rake attack.
Skills: Due to their coloration, squealers receive a +8 racial bonus to Hide checks when hiding in foliage and trees.