Shade of Eranikus

Chamber of the Dreamer
Finish the temple's remaining dragonkin before pulling Shade of Eranikus; do not leave them as extra enemies for the final fight. Establish the backup threat holder before the first Deep Slumber. Keep ranged players away from the boss's War Stomp and leave the group outside Acid Breath's cone.

Shade of Eranikus
Elite DragonkinShade of Eranikus tests whether the group can keep the boss controlled while Deep Slumber makes the current tank unable to act and immune to assistance.
Abilities

Deep Slumber
Lulls an enemy into a deep sleep for 15 seconds., rendering it unable to act, but also making it invulnerable.
Have the backup threat holder take over when the tank sleeps; the sleeping player is immune to attacks and spells, so healing or hitting them is not a wake-up method.

Acid Breath
Keep the group outside the frontal cone, and continue healing Acid Breath's damage over time after the initial hit.

War Stomp
Ranged players should stay away from the nearby stun and knockback so War Stomp does not disable the healer as well as the tank.

Thrash
Gives the caster 2 extra attacks.
Keep a health reserve for Thrash's extra attacks, especially when Acid Breath is still ticking.
Tank- Establish a backup threat holder before pulling. When Deep Slumber disables one tank, the other must keep Eranikus's Acid Breath pointed away from the group rather than chase the sleeping player.
Healer- Heal the active threat holder during Deep Slumber; the sleeping player is immune to spells. Stand outside War Stomp and account for Thrash while Acid Breath continues ticking.
Damage- Reduce threat while the backup takes over during Deep Slumber. Attack outside Acid Breath's frontal cone and avoid bringing ranged players into War Stomp to follow a moving boss.