Homebrew, Dungeon Dad
Magic Resistance. The mummy has advantage on saving throws against spells and other magical effects.
Multiattack. The mummy uses its dreadful glare and makes one attack with its intoxicating fist.
Intoxicating Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage and 13 (2d12) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, the target’s blood alcohol level increases rapidly and they become intoxicated. The creature exudes a strong, sweet scent of fermentation. Their speech becomes slurred, and their movement is staggered and clumsy, reducing their speed by half. If the effects of the poison are not cured within 12 hours, the victim dies and rises as a fermented mummy 1d4 hours later. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mummy'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.
Animate Dead (1/Day). The mummy can cast the Animate Dead spell.