b'Dream Shadow \n'b'  Medium   aberration ,  any chaotic alignment\n'b' STATS STR: 6 (-2) DEX:  24 (+7)  CON:  20 (+5)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  19 (natural armor)  Hit Points  237 (25d8 + 125)  Speed  60 ft., fly 80 ft. (hover)  Saving Throws   Dexterity  +12,  Constitution  +10,  Wisdom  +7,  Charisma  +8  Skills   Stealth  +12  Damage Immunities  poison  Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses   darkvision  60 ft., passive  Perception  12  Languages  understands all but cannot speak, telepathy 120 ft.  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Amorphous . The shadow can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Shadow Stealth . While in dim light or darkness, the shadow can take the  Hide  action as a bonus action. It has advantage on its  Dexterity  ( Stealth ) check. \n'b'  Shadow Regeneration . The shadow regains 10  hit points  if it starts its turn in dim light or darkness. A shadow dies only if it starts its turn with  0 hit points  while in sunlight. \n'b'  Sunlight Weakness . While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. \n'b'  Actions \n'b'   Absorb .  Melee Weapon Attack : +12 to hit, reach 5 ft., one Medium or smaller target.  Hit : if the target is a creature it is absorbed by the dream shadow. While absorbed, the creature is unconscious and cannot be targeted by any effect outside the shadow. If at least 8 hours pass while a creature is in a shadow, that creature gains the benefits of a  long rest , regaining  hit points , Hit Dice, features, and spells slots as appropriate. Casters that need to prepare spells must do so as usual before casting spells. A dream shadow can absorb up to 4 medium or smaller creatures. \n'b'  Release . As an action, a dream shadow can release an absorbed creature. They can, in theory, be convinced to release their captives, however only divine intervention or death can forcibly free creatures from a shadow. When a shadow is killed, all creatures within it are released immediately. \n'b'  Tactics \n'b' Dream shadows aren\xe2\x80\x99t meant as enemies. They belong in the GM\xe2\x80\x99s tool belt, to help players who cannot make a session. The shadow offers an in-game opportunity to sideline a PC without splitting the party as they travel. When the player becomes available again, the shadow \xe2\x80\x9creleases\xe2\x80\x9d its captive. You may use the shadow as an inscrutable tool or integrate it into your plot. Does it have orders? Why now? Why this party? \n'b' Description \n'b' A dream shadow seems like any other shadow in dim light but in bright light it is mottled and of fluid shape, fluttering in place. \n'b'  Unearthly but Not Unspeakable . Some scholars misidentify these enigmatic creatures as slarecian minions, given their eldritch nature and lack of undead traits, and their particular interest in those who hunt ancient artifacts. Dream shadows, however, demonstrate no other slarecian abilities. They are actually joint creations of the dream god and the goddess of shadows. These deities are not known for their cooperation and the goal of dream shadows remains mysterious. \n'b'  Tag-a\xe2\x80\x99longs . Each shadow usually pesters a single adventuring party, following them everywhere from dungeons to guild halls, randomly absorbing and releasing party members (often inconveniently close to battles or critical negotiations). Some adventurers consider it a mark of status, though, to be chosen by a dream shadow. Such shadows often tend towards the dominant alignment of the party, whether good or evil.'