15 (natural armor)
22 (4d8 + 4)
walk 0 ft., fly 40 ft. (only while mounted; hover)
poison, psychic
blindsight 60 ft. (blind beyond this radius)
1/8
+2
If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the rocking horse move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the rocking horse is animate.
The rocking horse can serve as a mount for a Medium or smaller creature and can fly only while mounted.
The rocking horse doesn't require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.