Thursday, 7 August 2025

Let’s Convert the Monster Manual: Bahamut, King of the Good Dragons

Dungeon Crawl Classics doesn’t use the chromatic and metallic scheme of devising dragons which is prevalent in Dungeons & Dragons as well as in the original Monster Manual. When converting materials from D&D to DCC, I have found that completely reworking dragons into their DCC versions is the best policy. Sometimes, however, you might want to retain the original version more closely to match an environment, the dragon’s allies, or the tone of a module or module series.

In converting the “name” dragons, players and judges should remember that DCC dragons are not the same as D&D dragons. I cannot recall ever using Bahamut when DMing, but then D&D doesn’t have the snazzy patron rules that DCC does, which allows even the most potent entities to have a meaningful “presence” in the game world. What’s more, stipulations for forming the patron bond even allowed me to include reasons to seek out other D&D-style metallic dragons.

As a (perhaps) interesting side note, the original 4e version of Dragora’s Dungeon made use of the chromatic dragon coding, and included images of Tiamat. When I did the DCC conversion for that, I invented the dragon-god Baphotet Kor to take Tiamat’s place. I was intentionally trying to sound pseudo-Mesopotamian to resonate with the original source, and “Baphotet” was intended to invoke “Bahamut” in the reader’s mind. Of course, this entity was very different from either named dragon in the Monster Manual, and became one of the driving catalysts behind the situation in Through the Dragonwall.

The dragon generator at Purple Sorcerer Games is highly recommended in this regard.

Bahamut, the Platinum Dragon: Init +22; Atk claw +23 melee (1d8) or bite +23 melee (1d12) or tail slap +23 melee (1d20) or wing buffet +23 melee (2d12) or breath weapon or spell; AC 32; HD 22d12 (168 hp); MV 80’ or fly 160’; Act 8d20 or 1d24 (spells); SP breath weapon (2/day, cone of cold 60’ long with a 40’ base, damage equal to Bahamut’s hp, Fort DC 32 for half), breath weapon (2/day, cloud of gas 50’ diameter up to 120’ away, Will DC 32 or become gaseous for 3d6 hours), breath weapon (2/day, cone of sonic vibration 60’ long with a 40’ base, damage equal to Bahamut’s hp, Fort DC 32 for half, disintegrates objects and beings at 0 hp), shapechange, retinue, travel noncorporeally and to other planes at will, spellcasting; SV Fort +22, Ref +22, Will +22; AL L.

          Spells (+14 to spell check): Banish, blessing, breathe life, cantrip, charm person, comprehend languages, detect evil, detect invisible, detect magic, dispel magic, food of the gods, gust of wind, holy sanctuary, knock, locate object, magic shield, neutralize poison or disease, planar step, protection from evil, read magic, remove curse, restore vitality, second sight, shatter, sleep, turn to stone, ward portal, and word of command.

The King of Good dragons, Bahamut the platinum dragon, dwells in a great fortified palace behind the east wind. Sages argue that his palace is on the elemental plane of air or some plane betwixt it and the various Heavens, but none may say with certainty save Bahamut and his court.

At times Bahamut roams the earth, aiding mortals of good will and punishing those who displease him. He often travels in human guise, but he may take any shape he chooses. Seven huge ancient gold dragons of highest abilities and loyalty serve as guards, companions, and advisors to Bahamut, and he is seldom without them.  One story tells of a sage tells of encountering an old hermit, with seven canaries singing sweetly as they flitted nearby. The sage relates that he would never have known that he was the platinum dragon in disguise except that a group of ogre and trolls happened by much to their sorrow….

The ceremony to bond with Bahamut must take place in the lair of a good metallic dragon, and must be under that dragon’s tutelage. In DCC, dragon alignment is not color-coded, so the would-be client wizard must take great care to ensure that the dragon they approach falls under the platinum dragon’s suzerainty. Not all good dragons recognize Bahamut as their ruler, and not all metallic dragons in DCC are good. As well, Bahamut only takes lawful client wizards of good moral character, so that more than one would-be client has been rejected by the King of Good Dragons. Even should these hazards be overcome, the tutor dragon will almost always desire some goodly reward for their service.

Invoke Patron check results:

12-13     The platinum dragon is busy elsewhere, but the caster sprouts metallic scales which grant some bonus to AC. Roll 1d5: (1) Brass scales (+1 AC), (2) Bronze scales (+2 AC), (3) Copper scales (+2 AC), (4) Silver scales (+3 AC), or (5) Gold scales (+1 AC). After 1d6 rounds the scales dissipate and are gone.

14-17     The caster breathes sonic energy at a single foe within 60 feet. The target takes 3d6 + CL damage (Fort save DC 15 for half).

18-19     Bahamut’s protection causes the caster to grow platinum scales, granting a +4 bonus to AC and Fort saves for 1d3 + CL turns. During this time, if struck by a critical hit, the caster may choose to reduce the protective bonus by +1 in order to avoid the critical effect (but not the normal damage) of the attack. This decision must be made before the exact result of the critical effect is determined. When the duration ends, or the bonus is reduced to +0, the scales evaporate and are gone.

20-23     Bahamut sends an average brass, bronze, or copper dragon (equal chance of each) to aid the caster. It takes 1d6 minutes for the dragon to arrive, and it leaves in 1d6 + CL rounds or until the current situation is resolved (whichever is longer). The dragon is free-willed and, while it will do its best to aid the caster, it also has the personality and temperament of its kind. The judge is encouraged to have these dragons be persistent individuals if they are sent to aid the caster more than once.

24-27     Sending divine power to aid the caster, Bahamut heals the caster and 1d5 + CL allies within 100’. All hit point damage is healed, poisons are neutralized, diseases are cured, and broken bones are fully and properly damaged without lowering any ability scores. Ability score damage is also healed, unless it is permanent or the result of spellburn. Further, the caster and affected allies gain a +2 bonus to AC and all saves for the next 1d3 + CL turns. 

28-29     Bahamut sends an average silver dragon to aid the caster. It takes 1d6 rounds for the dragon to arrive, and it leaves in 1d6 + CL turns or until the current situation is resolved (whichever is longer). The dragon is free-willed and, while it will do its best to aid the caster, it also has the personality and temperament of its kind. The judge is encouraged to have this dragons be a persistent individual if they are sent to aid the caster more than once.

30-31     Bahamut sends an average gold dragon to aid the caster. It arrives instantly, and it leaves in 1d6 + CL hours or until the current situation is resolved (whichever is longer). The dragon is free-willed and, while it will do its best to aid the caster, it also has the personality and temperament of its kind. The judge is encouraged to have this dragons be a persistent individual if they are sent to aid the caster more than once.

32+         Bahamut instantly transports the caster and all allies to his palace behind the east wind. There 3d30 days pass while wounds are healed, spells restored, and plans can be made with the benefit of the best advice. Thereafter, Bahamut casts blessing and protection from evil on the caster and whichever allies the spell result will allow before returning them to the exact time and place they came from.

Tuesday, 5 August 2025

Let’s Convert the Monster Manual: Metallic Dragons

Dungeon Crawl Classics doesn’t use the chromatic and metallic scheme of devising dragons which is prevalent in Dungeons & Dragons as well as in the original Monster Manual. When converting materials from D&D to DCC, I have found that completely reworking dragons into their DCC versions is the best policy. Sometimes, however, you might want to retain the original version more closely to match an environment, the dragon’s allies, or the tone of a module or module series.

Therefore, I am presenting average specimens of the metallic dragons in DCC terms, similar to what I did for the chromatic dragons. Regardless of alignment, all metallic dragons are good.

The dragon generator at Purple Sorcerer Games is highly recommended in this regard.

In my experience good-aligned dragons are used less often than adversarial (evil) ones. The obvious exception to this is the dragon that appears to be some vulnerable NPC, which is there just to teach the PCs a much-needed lesson in humility. To my mind, this is somewhat unfortunate, as trying to depict a monster’s point of view is one of the joys of role-playing.

Interestingly enough, the gold dragon is the only non-unique dragon in the original Monster Manual not to have a Latinate name. I have fixed that here.

Brass Dragon: Init +7; Atk claw +8 melee (1d8) or bite +8 melee (1d12) or breath weapon or spell; AC 17; HD 7d12; MV 50’ or fly 100’; Act 3d20 plus 1d16 (spells); SP breath weapon (3/day, 60’ cone of sleep gas with 20’ base, Fort DC 17 or fall into deep sleep for 2d6 turns), breath weapon (3/day, 20’ diameter cloud of fear gas up to 30’ away, Will DC 17 or flee in terror for 2d6 rounds), spellcasting (1d16+4, spells: enlarge, invoke patron, Nythuul's porcupine coat, and mirror image); SV Fort +7, Ref +7, Will +7; AL C.


The highly intelligent brass dragon (draco impudentus gallus) inhabits cavernous lairs in sandy desert regions. Quite forward by nature, and both selfish and greedy to boot, brass dragons love to converse with other creatures. When suitably flattered, they remember their better nature most of the time.

Bronze Dragon: Init +8; Atk claw +9 melee (1d8) or bite +9 melee (1d12) or tail slap +9 melee (1d20) or breath weapon or spell; AC 18; HD 8d12; MV 50’ or fly 100’; Act 4d20 plus 1d20 (spells); SP breath weapon (3/day, 1d4 forks of electricity 3d6x 10’ long, damage equal to hp, DC 18 Reflex for half), breath weapon (3/day, repulsion gas cloud 30’ diameter up to 60’ away, DC 20 Will or be pushed directly away from dragon 1d6 x 10’ per round for 1d6 rounds), dive bomb attack (from air, +4 to hit and +1d8 damage, claws and bite only), shapechange (animal shape), amphibious, spellcasting (1d20+4, spells: locate object, magic shield, and ropework); SV Fort +8, Ref +8, Will +8; AL L.


The rare bronze dragons (draco gerus bronzo) prefer to dwell in subterranean lairs near substantial bodies of water such as lakes or seas. Despite their love of wealth, bronze dragons are basically of beneficent nature. They often assume the form of some animal in order to observe the affairs of humans.

Copper Dragon: Init +6; Atk claw +7 melee (1d8) or bite +7 melee (1d12) or breath weapon; AC 16; HD 6d12; MV 50’ or fly 100’; Act 3d20; SP breath weapon (3/day, 60’ line of acid, damage equal to h
p, DC 16 Reflex for half), breath weapon (3/day, slowing gas up to 90’away, 1d3 x 10’ radius, DC 16 Fort or move speed and actions are halved for 1d6 minutes), poison (DC 16 Fort or 2d4Stamina damage), clear passage; SV Fort +6, Ref +6, Will +6; AL C.

The highly intelligent copper dragon (draco comes stabuli) is unfortunately rather selfish and greedy, so that their better nature is sometimes forgotten when a chance to gain treasure arises. They prefer to inhabit arid rocky regions in warmer climes, where they lair in caverns or caves if they can.



Gold Dragon: Init +12; Atk claw +13 melee (1d8) or bite +13 melee (1d12) or tail slap +13 melee (1d20) or breath weapon or spell; AC 22; HD 12d12; MV 50’ or fly 100’; Act 4d20 plus 1d24 (spells); SP breath weapon (3/day, 90’ cone of fire with 30’ base, damage equal to hp, DC 22 Reflex for half), breath weapon (3/day, cloud of poison gas up to 100’away, 1d3 x 10’ radius, 1d4 Stamina damage plus DC 22 Fort or additional damage equal to dragon’s hp), bless 1/day, shapechange (human or animal form), spellcasting (1d24+6, spells: chill touch, choking cloud, color spray, comprehend languages, ropework, and ward portal); SV Fort +12, Ref +12, Will +12; AL L.

The noble gold dragon (draco nobilis aurum) is wingless, but able to fly due to a special organ in its brain.

These dragons are geniuses, able to speak 1d5 languages (determined randomly, as wizards) in addition to the common and dragonic tongues. They average 1d8+50 feet long, and rarely sleep. Gold dragons are able to dwell in any climate, but their lairs are always of solid stone – whether a cave or a castle. Although they love precious metals and gems and use jewels and pearls as nourishment, all gold dragons are just and good, and do not allow greed to reduce them to ignoble actions.

Gold dragons are able to assume the form of animals or humanity, and when encountered are typically disguised as such. When they encounter good beings of noble purpose, they are able to bless one creature each day, granting them a +1 bonus to all rolls for 24 hours.


Silver Dragon: Init +10; Atk claw +11 melee (1d8) or bite +11 melee (1d12) or tail slap +11 melee (1d20) or wing buffer +11 melee (2d12) or breath weapon or spell; AC 20; HD 10d12; MV 50’ or fly 100’; Act 6d20 plus 1d20 (spells); SP breath weapon (3/day, 1d6 x 10’ cone of cold with 1d4 x 10’ base, damage equal to hp, DC 20 Fort for half), breath weapon (30’ cloud of paralyzing gas up to 90’ away, DC 20 Fort or paralyzed 1d6 minutes), shapechange (human or animal), immunity to cold, spellcasting (1d20+6, spells: charm person, feather fall, force manipulation, haste, invisibility, and locate object); SV Fort +10, Ref +10, Will +10; AL L.


Silver dragon (draco nobilis argentum) can sometimes be found on mountain peaks, cloud islands, and similar locations, Some sages claim that they can be found dwelling behind the winds and in the home of the King of Good Dragons as well. They can take the shapes of animals or humans, often appearing as kindly old men or fair damsels in the latter form.

Sunday, 3 August 2025

Let’s Convert the Monster Manual: Chromatic Dragons

Dungeon Crawl Classics doesn’t use the chromatic and metallic scheme of devising dragons which is prevalent in Dungeons & Dragons as well as in the original Monster Manual. When converting materials from D&D to DCC, I have found that completely reworking dragons into their DCC versions is the best policy. Sometimes, however, you might want to retain the original version more closely to match an environment, the dragon’s allies, or the tone of a module or module series.

Therefore, I am presenting average specimens of the chromatic dragons in DCC terms, to be followed by the metallic and named dragons in later posts. Of course, I am intentionally modifying these creatures to be more in line with their source, while trying to make the resultant dragon work within its revised form. Regardless of alignment, all chromatic dragons are thoroughly evil.

The dragon generator at Purple Sorcerer Games is highly recommended in this regard.

Black Dragon: Init +9; Atk claw +10 melee (1d8) or bite +10 melee (1d12) or breath weapon; AC 19; HD 9d12; MV 50’ or fly 100’; Act 3d20; SP breath weapon (3/day, 60’ line of acid, damage equal to hp, DC 19 Reflex for half), charm reptiles (DC 19 Will negates), amphibious; SV Fort +9, Ref +9, Will +9; AL C.

The average black dragon (draco causticus sputern) is 30 feet long, dwelling in miasmal swamps or marshes, where they spend half their time sleeping. Roughly 30% of these dragons are capable of speech, and of those 10% know 1d4 random 1st level wizard spells, and can cast them with an extra d16 action die for this purpose, gaining a +3 bonus on the spell check.

Although they sometimes inhabit deep, dark caves, black dragons prefer locations where their reptilian allies and ability to breathe water as well as air lend them a tactical advantage. Fortunately, they are no smarter than the average human.







Blue Dragon: Init +10; Atk claw +11 melee (1d8) or bite +11 melee (1d12) or tail slap +11 melee (1d20) or dust cloud or breath weapon or spell; AC 20; HD 10d12; MV 50’ or fly 100’; Act 4d20 plus 1d20 (spells); SP breath weapon (3/day, 1d4 forks of electricity 3d6x 10’ long, damage equal to hp, DC 20 Reflex for half), dust cloud (1/turn), immunity to electrical and force damage, spellcasting (1d20+4, spells: magic shield, sleep, and ward portal); SV Fort +10, Ref +10, Will +10; AL L.

Blue dragons (draco electricus) prefer deserts and arid lands, lairing in vast cave or underground cavern complex. Blue dragons are awake 70% of the time. They are very intelligent, and their lawful nature allows them to control other creatures through fear and intimidation, so that even when a blue dragon is asleep its lair is almost constantly guarded.

When flying where sand or grit makes it possible, a blue dragon is capable of using two action dice to stir up a cloud of dust and sand 50’ wide at base and up to 10’ tall. Targets within suffocate (DC 20 Fort save or 1d4 Stamina loss per round), lasting 1d4+1 rounds.







Green Dragon: Init +6; Atk claw +7 melee (1d8) or bite +7 melee (1d12) or poisoned barbed tail +7 melee (1d20 plus poison) or breath weapon; AC 16; HD 6d12; MV 50’ or fly 100’; Act 4d20; SP breath weapon (3/day, poison cloud up to 90’away, 1d3 x 10’ radius, 1d3 Stamina damage plus DC 16 Fort or additional 1d6 Stamina damage), poison (DC 16 Fort or 2d4Stamina damage), clear passage; SV Fort +6, Ref +6, Will +6; AL L.

The green dragon (draco chlorinous nauseous respiratorus) is thankfully rare. They sleep 40% of the time, and are capable of speech 45% of the time. Most are no more intelligent than the average human, but 20% also have 1d3 levels in the wizard class (with all that entails).

Green dragons prefer underground lairs in or near wild, bleak forests of the bleaker wilder sort if possible. They are very nasty tempered, thoroughly evil, and resentful of any intrusion into their privacy. They can pass through vegetation without leaving any trace at will.







Red Dragon: Init +12; Atk claw +13 melee (1d8 plus snatch) or bite +13 melee (1d12) or tail slap +13 melee (1d20) or wing buffer +13 melee (2d12) or breath weapon or spell; AC 22; HD 12d12; MV 50’ or fly 100’; Act 6d20 plus 1d20 (spells); SP breath weapon (3/day, 90’ cone of fire with 30’ base, damage equal to hp, DC 22 Reflex for half), snatch, hypnotic stare (DC 22 Will negates), immunity to fire, spellcasting (1d20+6, spells: charm person, detect magic, detect invisible, and shatter); SV Fort +12, Ref +12, Will +12; AL C.

Red dragons (draco conflagratio horriblis) are exceptionally intelligent, and large for their size category at an average of 48’ long. They are usually found dwelling in great hills or mountainous regions, in caves or subterranean ruins whenever possible. They are very greedy, and seldom caught sleeping (20%).

On a successful claw attack, a red dragon snatches its target and automatically delivers 1d6 crushing damage each round. If flying, the dragon can drop the grabbed target from any height, causing 1d6 damage per 10’ fallen. Snatched creatures can attempt to escape with a DC 22 Strength check. While a creature is snatched, the dragon cannot use that claw or its associated action die.

Red dragons can also hypnotize targets with their gaze. A red dragon can gaze into the eyes of one target per round by using one action die to do so. A creature that meets the dragon’s gaze must make a DC 22 Will save or stand stupefied as long as the dragon holds its gaze.




White Dragon: Init +5; Atk claw +6 melee (1d8) or bite +6 melee (1d12) or breath weapon; AC 15; HD 5d12; MV 50’ or fly 100’; Act 3d20; SP breath weapon (3/day, 1d6 x 10’ cone of cold with 1d4 x 10’ bade, damage equal to hp, DC 15 Fort for half), ice-walking, immunity to cold; SV Fort +5, Ref +5, Will +5; AL C.


Relatively small and stupid, white dragons (draco rigidus frigidus) spend much of their time sleeping (60%) and only 20% are even capable of speech. They favor chilly regions, lairing in icy caves or deep subterranean places. Although not as intelligent as most other dragons, they are as evil and greedy as any. White dragons can move along icy floors and surfaces without fear of slipping.

Friday, 1 August 2025

Let’s Convert the Monster Manual: Dinosaurs!

When Gary Gygax compiled the original Monster Manual, he included 28 distinct entries in his “Dinosaurs” section. I have included 42 similar statblocks in the Cyclopedia of Common Animals, but there are still some entries that need conversion!

I remember there being a lot of interest in dinosaurs (and prehistory in general) during the 70s. This was driven in part, no doubt, by new discoveries, but also by older films and novels. Stop-motion dinosaurs appeared on the big screen earlier, but these films were being re-discovered on television broadcasts. Classic authors, like Edgar Rice Burroughs and Sir Arthur Conan Doyle, were appearing in new editions due to the popularity of The Lord of the Rings. When I first started playing Holmes Basic (Christmas 1979), I kept a notebook of my own monster stats. Among these were a plethora of dinosaurs.

When I got my hands on The Isle of Dread, I was happy indeed. Not only was the island filled with prehistoric adventure, but it was a fairly large sandbox setting that could hold a multitude of stories. One of my patrons for the first Angels, Daemons, and Beings Between volume includes a patron spell which can bring saurians to “modern” settings, and includes the first version of my dinosaur statblocks for DCC. Discerning readers will note that I took care to keep these in line with what appears in the Cyclopedia. Similarly, The Mysterious Valley (DAMN #1) was written as a tribute to the late Ray Harryhausen, and I tried to keep stats consistent.

I was a little concerned that I would have to revamp the Cyclopedia of Common Animals based on the work done for this post. Going through this list actually makes me feel pretty satisfied with what I included!

Anatosaurus (Trachodon): See the Cyclopedia of Common Animals (Hadrosaur).

Ankylosaurus: See the Cyclopedia of Common Animals.

Antrodemus (AIlosaurus): See the Cyclopedia of Common Animals (Allosaur).

Apatosaurus (Brontosaurus): See the Cyclopedia of Common Animals (Large Sauropod).

Archelon lschyras: See the Cyclopedia of Common Animals.

Brachiosaurus: See the Cyclopedia of Common Animals (Large Sauropod).

Camarasaurus: See the Cyclopedia of Common Animals (Small Sauropod).

Ceratosaurus: See the Cyclopedia of Common Animals (Theropod).

Cetiosaurus: See the Cyclopedia of Common Animals (Large Sauropod).

Dinichtys: See the Cyclopedia of Common Animals.

Diplodocus: See the Cyclopedia of Common Animals (Large Sauropod).

Elasmosaurus: See the Cyclopedia of Common Animals.

Gorgosaurus: See the Cyclopedia of Common Animals (Theropod).

Iguanadon: See the Cyclopedia of Common Animals (Iguanodon).

Lambeosaurus: See the Cyclopedia of Common Animals (Hadrosaur).

Megalosaurus: See the Cyclopedia of Common Animals (Theropod).

Monoclonius: See the Cyclopedia of Common Animals.

Mosasaurus: See the Cyclopedia of Common Animals (Mosasaur).

Paleoscincus: Init -4; Atk spiked tail club +5 melee (2d12); AC 25; HD 7d8; MV 20’; Act 1d20; SP defensive armor (3d4, Ref DC 15 negates); SV Fort +12, Ref -4, Will -4; AL N.

These dinosaurs are related to the ankylosaurus, being 1d7+14 feet long and weighing 1d3+2 tons. Because of the armored spines radiating from their sides, large predators attempting to bite them must make a DC 15 Reflex save or take 3d4 damage, whether the attack succeeds or not. These creatures are sometimes aggressive if intruded upon.

Modern understanding of these saurians is not quite what was imagined when the Monster Manual was written, and this write-up of the “walking dreadnoughts” follows the AD&D 1e write-up. Largely known through fossil teeth, paleoscincus remains somewhat mysterious!


Pentaceratops: Init +2; Atk gore +3 melee (3d8), trample +1 melee (2d6), or bite +0 melee (1d4); AC 17; HD 4d8; MV 40’; Act 1d20; SP Charge (gore at +4 to hit and +3d4 damage, plus trample as a free attack if successful); SV Fort +5, Ref +0, Will -4; AL N.

At 1d3+17 feet long, and weighing 2-3 tons, the pentaceratops is an aggressive herbivore.

Plateosaurus: Init +0; Atk trample +0 melee (2d6) or tail sweep +2 melee (1d6); AC 15; HD 6d8; MV 20’ or 30’; Act 1d20; SP Tail sweep knocks prone unless DC 12 Strength check succeeds; SV Fort +5, Ref -2, Will -4; AL N.

At 1d8+25 feet long and weighing 1d3+7 tons, these dinosaurs can walk upright, reaching heights of 1d4+9 feet. They can move more quickly when on all fours, and are easily panicked.

Plesiosaurus: See the Cyclopedia of Common Animals (Plesiosaur).

Pteranodon: See the Cyclopedia of Common Animals (Pterosaurs) and the core rulebook (Pterodactyl, page 424).

Stegosaurus: See the Cyclopedia of Common Animals.

Styracosaurus: See the Cyclopedia of Common Animals.

Teratosaurus: Init +4; Atk bite +5 melee (3d6) or claw +7 melee (1d3); AC 15; HD 6d8; MV 40’; Act 1d20; SV Fort +6, Ref +4, Will +0; AL N.

Not a true dinosaur, the teratosaurs was a 20-foot-long quadrupedal reptile which hunts on plains or in forests, pursuing any creature which appears to be eatable.

Triceratops: See the Cyclopedia of Common Animals.

Tyrannosaurus Rex: See the Cyclopedia of Common Animals (Tyrannosaur).

The Cyclopedia of Common Animals is available here.