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It's got AC 9, so is super easy to hit.
It's got 11 HP, so you need to do 19 HP in one go to kill it.
It's vulnerable to Thunder damage, i.e. it takes 200% damage from it.
So, in the end, you need the Chromatic Orb to roll a 9 or more on the attack roll (where, at the lowest, you probably have +3 from your casting ability score bonus and +2 from your proficiency bonus, so you'd need to roll at least a 4 on a D20) and a 10 or more on the damage roll. One D8 rolls a 4.5 on average, so three (lvl 1 CO) land on 13.5 on average, four (lvl2 CO) land on 18 on average.
This is not a hard enemy to kill, if you know what you're doing. :)
If I'm going to expend the gold and resources to create a long distance probe used to magically spy on my allies / enemies, I'd want to make sure it's durable enough to do its job.
Through ACT 2, you should always have at least 1 thunder spell capability in your party whether it be thunderwave or chromatic orb (thunder) , or even the thunderwave ring if you don't want to spend a spell slot on it. Shatter is another you could have at the ready.
Spiritual weapon also does damage to them in a pinch, but that will take several hacks to down them and the eye will alert everything around by then.
If you didn't diversify your spells and include any of those and there are no chasms nearby, you are pretty much going to have to deal with the consequences.