XP 1,600
LN Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +11
AC 17, touch 11, flat-footed 17 (+2 Dex, +6 natural, –1 size)
hp 57 (5d10+30)
Fort +1; Ref +3; Will +3
Immune construct traits
Speed 30 ft.
Melee 2 claws +8 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks captivating song, caroling
Spell-Like Abilities (CL 15th; concentration +18)
Constant—prying eyes (greater)
At will—bestow curse (DC 17)
Str 18, Dex 15, Con —, Int 7, Wis 12, Cha 17
Base Atk +5; CMB +8; CMD 17
Feats Alertness, Iron Will, Skill Focus (Perception)
Skills Perception +11, Sense Motive +7; Racial Modifiers +4 Sense Motive
Languages Common
Environment any land
Organization solitary
Treasure standard
Captivating Song (Su) The song of a hooden horse captivates those who hear it. When a hooden horse sings, all creatures within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same hooden horse's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the hooden horse simply stands and offers no resistance to the hooden horse's attacks. This effect continues for as long as the hooden horse sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Caroling (Su) A hooden horse is adept at luring creatures out of houses. The 300-foot spread created by a hooden horse's captivating song passes through all doors within 30 feet of the hooden horse as if those doors weren't there.