Bound. Aleph is magically bound to an amulet. As long as Aleph and its amulet are on the same plane of existence, the amulet's wearer can telepathically call Aleph to travel to it, and Aleph knows the distance and direction to the amulet. If Aleph is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to Aleph.
Regeneration. Aleph regains 10 hit points at the start of its turn if it has at least 1 hit point.
Immutable Form. Aleph is immune to any spell or effect that would alter its form.
Magic Resistance. Aleph has advantage on saving throws against spells and other magical effects.
Magic Weapons. Aleph's weapon attacks are magical.
Construct Nature. Aleph doesn't require air, food, drink, or sleep.
Multiattack. Aleph makes two fist attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.
Shield. When a creature makes an attack against the wearer of Aleph's amulet, Aleph grants a +2 bonus to the wearer's AC if Aleph is within 5 feet of the wearer.
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