Tiny construct, neutral
Armor Class 16 (natural armor)
Hit Points 10 (4d4)
Speed 0 ft., fly 60 ft. (hover)
Saving Throws Investigation +5, Perception +4, Stealth +3
Damage Vulnerabilities fire
Damage Immunities acid, cold, lightning, poison, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses truesight 120 ft., passive Perception 12
Languages Common, Primordial, Undercommon, telepathy 5 miles
Challenge 1 (200 XP)
Greater Invisibility. The glass eye can use a bonus action to become invisible for 3 hours. Once it uses this feature it cannot use it again for 1 hour.
Clear Body. The glass eye cannot be seen except by a DC 20 Wisdom (Perception) check, and all creatures have disadvantage on attack rolls made against it.
Psyblast. Ranged Spell Attack: +5 to hit, range 15 ft., one target. Hit: 5 (1d4 + 3) psychic damage.
The glass eyes are created to spy on a wizard's enemies. They are very intelligent and on the rare occasions they are spotted, they can make quick getaways while invisible. Their glass is reinforced by the spells used to create them, and as such, they cannot be killed by any nonmagical weapon attacks.