Dragon, Gwiber

Family: Dragons

Huge dragon, neutral evil

Armor Class 16 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 20 ft., burrow 40 ft., fly 80 ft.

24 (+7) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Str +13, Dex +8, Con +11
Skills Perception +7, Stealth +8
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Draconic
Proficiency Bonus +6
Challenge 17 (18,000 XP)


  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Siege Monster. The dragon deals double damage to objects and structures.


  • Multiattack. The dragon makes four attacks: one with its Bite, two with its Claws, and one Constrict or Tail attack.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 (3d6) necrotic damage at the start of each of its turns. Each time the slasher hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
  • Constrict. Melee Weapon Attack: +13 to hit, reach 20 ft., one creature. Hit: 25 (4d8 + 7) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the sea serpent can’t constrict another target.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.


  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


The gwiber is a fearsome creature with a serpentine body and leathery wings. Its scales are a pure white, blending seamlessly with the snow-covered landscapes it prefers to inhabit. The dragon’s eyes are a chilling shade of blue, and its breath is a frigid blast of icy cold.

The gwiber, a legendary white dragon, embodies destruction and conquest. It is often portrayed as a sinister force seeking to expand its dominion and wreak havoc upon the land.

The gwiber is known for its predatory nature, swooping down upon unsuspecting prey from the skies above. It seeks to establish its territory and dominate those unfortunate enough to dwell within its realm. Legends tell of its clashes with guardians of the land, symbolic of the ongoing struggle between invaders and defenders.

Unlike their archenemies the draig goch, gwibers are more feral combatants with more in common with wyverns than dragons. They will relentlessly attack any creature large enough to challenge them, and will not hesitate to polymorph into a variety of forms if they think it will give it an edge in combat. Most gwibers are content to wrap their long tails around their prey and squeeze, heedless of the damage their conflict causes.

When not actively expanding their territory, gwibers return to their mountain retreats where their white scales blend in with the snowy mountains.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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