b'Robot, Walking Eye \n'b'  Medium   construct  (robot),  unaligned  \n'b'  Armor Class  19  Hit Points  26 (4d8+8)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  16 (+3)  CON:  14 (+2)  INT:  10 (+0)  WIS:  17 (+3)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5,  Stealth  +5  Damage Vulnerabilities  lightning  Damage Resistances  cold, fire  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  passive  Perception  15  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Force Field . A walking eye is surrounded by a force field with 20  hit points  that replenish at a rate of 2 per round. If the field is brought to 0  hp , it ceases to function for 24 hours. \n'b'  Surefooted . A walking eye is unaffected by  difficult terrain . \n'b'  Surveillance . A walking eye can record up to 8 hours of sounds and images it has experienced and replay it for others at will. \n'b'\n'b' ACTIONS \n'b'\n'b'  Integrated Laser Pistol .  Ranged Weapon Attack : +5 to hit, range 20/60, 1 target.  Hit : 7 (1d8 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Walking eyes are built as mobile spies and scouts. They are programmed to observe as unobtrusively as possible, fleeing from danger and attacking only in self-defense. They may be placed to record when specific events occur or to follow a creature for surveillance, tracking its movements and activities. As sentient constructs, walking eyes can adapt their tactics to new situations and are not easily thwarted by simple precautions.'