The wizard Nezmer's was known for his ability to create unique, if not slightly dangerous, magical items. One of his most famous was Nezmerz's Seeing Eye, or just Seeing Eyes for short. Unfortunately for a user to become attuned to the item, they must pluck out one of their own eyes and place the magical item into the vacant eye socket.
When attuned and in the character's empty eye socket, it acts as a normal eye but can be taken out and out and placed in a location allowing the attuned character to still peer through it. So long as the character remains within 100ft of the eye, they will see clear images of what it observes so long as they take the time to concentrate. The images will become blurry at distances between 101ft to 150ft. At distances of over 150ft away from the eye, the images become unrecognizable to the character. In addition to the ability to peer through the eye over distances, the Seeing Eye also grants the attuned character darkvision of 60ft if the character does not already have darkvision. If the eye is not in the attuned character's eye socket, and they do not normally possess darkvision, they lose that ability until the eye is replaced in the attuned characters empty eye socket.
The eye only projects images to the attuned character, no sound. Also, the eye can be destroyed if attacked as it only has 1hp and a natural AC of 16.
The standard version of a Seeing Eye is a rare magical item, but there are also very rare versions of them that have special spell-like abilities that can be activated once per day. This special effect acts like the spell of the same name; however, the duration is only for one minute regardless of the duration stated in the spell's description. If the spell's duration is instantaneous, then the duration for the effect is also instantaneous.
The extra magical ability of the seeing eye should be rolled randomly on the chart below when found if it is a very rare variety of the item. This variety of seeing eye never has more than one special ability.