These eye constructs follow the commands of the Emerald Weapon. Two of each type (1 and 2) that drain HPs and MPs with their attacks.
Emerald Eye (Type 1 and 2) (CR 8)
XP 4,800
N Small Construct (Boss)
Init: +5; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +0
DEFENSE
AC 21, touch 16; flat-footed 16 (+5 dex, +5 natural, +1 size)
hp 130 [220] (10d10+10)
Fort +7, Ref +12, Will +7
Absorb Ice, Water; DR 5/-; Immune Construct traits, Status effects, Earth;
Weakness Fire
OFFENSE
Speed Fly 120 ft. (perfect)
Melee Slam +8 (1d6-2)
Special Attacks HP Absorb (Type 1), MP Absorb (Type 2)
STATISTICS
Str 6, Dex 20, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +7; CMD 22
SQ Improved Evasion
SPECIAL ABILITIES
HP Absorb (Su)
Type 1 Emerald Eyes fires a pulsating green beam at a single target that drains HPs and heals either itself or the Emerald Weapon. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 20 to negate). Damage dealt this way heals either the Emerald Eye construct or the Emerald Weapon. Blue mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25). The save DC is Dexterity-based.
MP Absorb (Su)
Type 2 Emerald Eyes fires a pulsating green beam at a single target that drains MPs and heals either itself or the Emerald Weapon. This attack deals 5d6 points of MP damage (Fortitude save DC 20 to negate). Damage dealt this way heals either the Emerald Eye construct or the Emerald Weapon. Does not work against foes without a MP pool. Blue mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25). The save DC is Dexterity-based.
Superior Optics (Ex)
Emerald Eyes sees invisible creatures or objects as if they were visible.