Kind of a dorky construct idea...
Wandering Eye
Fine Construct
Hit Dice: 9d8 (40 hp)
Initiative: +11
Speed: fly 40 ft. (perfect)
Armor Class: 26 (size +8, Dex +7, natural +2), touch 25, flat-footed 20
Base Attack/Grapple: +6/-
Attack: -
Full Attack: -
Special Attacks: Cone of cold
Special Qualities: Darkvision 120 ft., low-light vision, spell-like abilities, focused, immunity to cold and nausea
Saves: Fort +3, Ref +12, Will +7
Abilities: Str 1, Dex 25, Con 10, Int 3, Wis 13, Cha 10
Skills: Hide +25, Move Silently +17, Spot +9
Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Fine)
Level Adjustment: -
The wandering eye is a magical construct that is created to serve as a spy and observer for a powerful wizard. These bizarre creatures consist of little more than a fist-sized, pale-blue eyeball, trailing behind an irregular tail of dark flesh that wriggles through the air as it moves about. It is continuously levitated by magical means, allowing it to silently glide into any nook and crany as it seeks itsprey.
These creatures are barely more intelligent than an animal, and lack the means to speak. But they are potent observers with a keen sense of vision. Wandering eyes are specially attuned to allow scrying by their creator, and can permit a wizard to scry directly through their sight as they travel. They can serve their master in the same manner as a prying eye spell, communicating all they have witnessed through direct physical contact. A wandering eye will never resist a divination spell cast by its creator.
Combat
The wandering eye possesses a potent ability to project a cone-shaped beam of intense cold. Its primary defense lies in its miniscule size and its ability to fly out of reach of an enemy. It prefers to avoid combat, and will only engage when attacked or to defend its master.
Cone of cold (Sp): Each round a wandering eye can emit a beam of intense cold as the cone of cold spell. (Caster level 9th).
Focused (Ex): A wandering eye is unable to hear, smell, or taste, and is completely mute. It can not grab an opponent as partof a grapple check.
Spell-Like Abilities: At will-see invisibility. Caster level 9th.
Flight (Ex): A wandering eye's body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Skills: A wandering eye has a +4 racial bonus on Move Silently and Spot checks.
Construction
A wandering eye is formed from the still-living eye socket of a dire creature or a giant eagle or squid. This tissue is combined with a mixture of winter's frost, the warm blood of a yeti, the fresh entrails of a flightless bird, mud captured while suspended in a flowing river water, certain rare alchemical substances worth 500 gp, and a handful of powdered diamond worth at least 1,000 gp.
The creature's master can assemble the body or hire somebody else to do the task. Creating the body requires a DC 15 Craft (alchemy) check or a DC 18 Heal check. After the body is assembled, it is animated by means of a lengthy magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.
CL 9th; Craft Construct, animate dead, cone of cold, feather fall, fly, prying eyes, see invisibility, caster must be at least 10th level; Price 51,500 gp; Cost 27,250 gp + 2,050 XP. The cost increases by +2,500 gp per additional HD.
Wandering Eye
Fine Construct
Hit Dice: 9d8 (40 hp)
Initiative: +11
Speed: fly 40 ft. (perfect)
Armor Class: 26 (size +8, Dex +7, natural +2), touch 25, flat-footed 20
Base Attack/Grapple: +6/-
Attack: -
Full Attack: -
Special Attacks: Cone of cold
Special Qualities: Darkvision 120 ft., low-light vision, spell-like abilities, focused, immunity to cold and nausea
Saves: Fort +3, Ref +12, Will +7
Abilities: Str 1, Dex 25, Con 10, Int 3, Wis 13, Cha 10
Skills: Hide +25, Move Silently +17, Spot +9
Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Fine)
Level Adjustment: -
The wandering eye is a magical construct that is created to serve as a spy and observer for a powerful wizard. These bizarre creatures consist of little more than a fist-sized, pale-blue eyeball, trailing behind an irregular tail of dark flesh that wriggles through the air as it moves about. It is continuously levitated by magical means, allowing it to silently glide into any nook and crany as it seeks itsprey.
These creatures are barely more intelligent than an animal, and lack the means to speak. But they are potent observers with a keen sense of vision. Wandering eyes are specially attuned to allow scrying by their creator, and can permit a wizard to scry directly through their sight as they travel. They can serve their master in the same manner as a prying eye spell, communicating all they have witnessed through direct physical contact. A wandering eye will never resist a divination spell cast by its creator.
Combat
The wandering eye possesses a potent ability to project a cone-shaped beam of intense cold. Its primary defense lies in its miniscule size and its ability to fly out of reach of an enemy. It prefers to avoid combat, and will only engage when attacked or to defend its master.
Cone of cold (Sp): Each round a wandering eye can emit a beam of intense cold as the cone of cold spell. (Caster level 9th).
Focused (Ex): A wandering eye is unable to hear, smell, or taste, and is completely mute. It can not grab an opponent as partof a grapple check.
Spell-Like Abilities: At will-see invisibility. Caster level 9th.
Flight (Ex): A wandering eye's body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Skills: A wandering eye has a +4 racial bonus on Move Silently and Spot checks.
Construction
A wandering eye is formed from the still-living eye socket of a dire creature or a giant eagle or squid. This tissue is combined with a mixture of winter's frost, the warm blood of a yeti, the fresh entrails of a flightless bird, mud captured while suspended in a flowing river water, certain rare alchemical substances worth 500 gp, and a handful of powdered diamond worth at least 1,000 gp.
The creature's master can assemble the body or hire somebody else to do the task. Creating the body requires a DC 15 Craft (alchemy) check or a DC 18 Heal check. After the body is assembled, it is animated by means of a lengthy magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.
CL 9th; Craft Construct, animate dead, cone of cold, feather fall, fly, prying eyes, see invisibility, caster must be at least 10th level; Price 51,500 gp; Cost 27,250 gp + 2,050 XP. The cost increases by +2,500 gp per additional HD.