Infested Mummy
Small or Medium • Undead • Lawful Evil
Armor Class 13
Hit Points 90 (12d8 + 36)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 8 (-1) | 16 (+3) | 6 (-2) | 14 (+2) | 13 (+1) |
Damage Vulnerabilties fire
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Understands all languages it knew in life but can't speak
CR 6 (XP 2,300; PB +3)

Scarab-Infested. A creature that is grappled by the mummy takes 5 (2d4) piercing damage at the start of its turn. A creature reduced by this damage or by the damage of insect plague created by the Scarab Swarm trait is killed, infested with scarabs, and can only be revived with a raise dead spell or similar magic. After 24 hours, the scarabs inside the creature destroy its organs, and a spell or effect that restores missing body parts, such as resurrection, is required to bring the creature back to life.
Scarab Swarm. When the mummy is reduced to 0 hit points, the area in a 5-foot emanation originating from it is affected by the insect plague spell. The effect lasts for 1 round and then ends.
Unusual Nature. The mummy doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The mummy makes two Rotting Fist attacks. It can replace one of those attacks with a Wrapping Pull.
Rotting Fist. Melee Weapon Attack: +6, reach 5 ft. Hit: 12 (2d8 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain hit points, its hit point maximum doesn't return to normal when finishing a long rest, and its hit point maximum decreases by 10 (3d6) every 24 hours that elapse.
Wrapping Pull. Strength Saving Throw: DC 14, one creature within 20 feet of the mummy that it can see. Failure: The target is pulled up 10 feet toward the mummy. If the target ends up within 5 feet of the mummy, it is grappled (escape DC 14).
Infested Mummy
Small or Medium • Undead • Lawful Evil
Armor Class 12
Hit Points 52 (8d8 + 16)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 6 (-2) | 14 (+2) | 6 (-2) | 14 (+2) | 13 (+1) |
Damage Vulnerabilties fire
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Understands all languages it knew in life but can't speak
CR 3 (XP 700; PB +2)

Scarab-Infested. A creature that is grappled by the mummy takes 2 (1d4) piercing damage at the start of its turn. A creature reduced by this damage or by the damage of insect plague created by the Scarab Swarm trait is killed, infested with scarabs, and can only be revived with a raise dead spell or similar magic. After 24 hours, the scarabs inside the creature destroy its organs, and a spell or effect that restores missing body parts, such as resurrection, is required to bring the creature back to life.
Scarab Swarm. When the mummy is reduced to 0 hit points, the area in a 5-foot emanation originating from it is affected by the insect plague spell (only 2d10 damage). The effect lasts for 1 round and then ends.
Unusual Nature. The mummy doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The mummy makes two Rotting Fist attacks. It can replace one of those attacks with a Wrapping Pull.
Rotting Fist. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain hit points, its hit point maximum doesn't return to normal when finishing a long rest, and its hit point maximum decreases by 10 (3d6) every 24 hours that elapse.
Wrapping Pull. Strength Saving Throw: DC 12, one creature within 20 feet of the mummy that it can see. Failure: The target is pulled up 10 feet toward the mummy. If the target ends up within 5 feet of the mummy, it is grappled (escape DC 12).
Infested Mummy
Small or Medium • Undead • Lawful Evil
Armor Class 14
Hit Points 136 (16d8 + 64)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 8 (-1) | 18 (+4) | 6 (-2) | 14 (+2) | 13 (+1) |
Damage Vulnerabilties fire
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Understands all languages it knew in life but can't speak
CR 9 (XP 5,000; PB +4)

Scarab-Infested. A creature that is grappled by the mummy takes 7 (3d4) piercing damage at the start of its turn. A creature reduced by this damage or by the damage of insect plague created by the Scarab Swarm trait is killed, infested with scarabs, and can only be revived with a raise dead spell or similar magic. After 24 hours, the scarabs inside the creature destroy its organs, and a spell or effect that restores missing body parts, such as resurrection, is required to bring the creature back to life.
Scarab Swarm. When the mummy is reduced to 0 hit points, the area in a 5-foot emanation originating from it is affected by the insect plague spell. The effect lasts for 1 round and then ends.
Unusual Nature. The mummy doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The mummy makes two Rotting Fist attacks. It can replace one of those attacks with a Wrapping Pull.
Rotting Fist. Melee Weapon Attack: +8, reach 5 ft. Hit: 17 (3d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain hit points, its hit point maximum doesn't return to normal when finishing a long rest, and its hit point maximum decreases by 10 (3d6) every 24 hours that elapse.
Wrapping Pull. Strength Saving Throw: DC 16, one creature within 20 feet of the mummy that it can see. Failure: The target is pulled up 10 feet toward the mummy. If the target ends up within 5 feet of the mummy, it is grappled (escape DC 16).
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
