Innate Spellcasting. Aoket's innate spellcasting ability is Wisdom (spell save DC 14). He can innately cast the following spells, requiring no components:
At will: minor illusion
1/day each: darkness, pass without trace, silence
Multiattack. The mummy can use its Dreadful Glare and makes two attacks with its Rotting Strike.
Dreadful Glare. Aoket targets one creature he can see within 60 ft. of him. If the target can see Aoket, it must succeed on a DC 13 Wisdom saving throw against this magic or become frightened until the end of Aoket's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
Rotting Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Cloak of Shadows. When Aoket is in an area of dim light or darkness, he can become invisible. He remains invisible until he makes an attack, casts a spell, or is in an area of bright light.
Flurry of Blows. After using the Multiattack action, Aoket can make two Unarmed Strikes.
Shadow Step. When Aoket is in dim light or darkness, as a bonus action he can teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. Aoket then has advantage on the first melee attack he makes before the end of the turn.
Step of the Wind. Aoket can take the Dash, Dodge, or Disengage action, and his jump distance is doubled for the turn.
Deflect Missiles. When Aoket is hit by a ranged weapon attack, he may reduce the damage of the attack by 12 (1d10 + 7). If the damage of the attack is reduced to 0, Aoket catches the missile if he has a free hand and can make a ranged weapon attack: +5 to hit, range 20/60 ft., one target. Hit: as per the caught missile.
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