Board Thread:Fan-made Monsters/@comment-32229760-20170613175417

A sub-variant of Hellhound that dwells in the Underworld. Singular and more solitary by nature than most canine beastman, Garms dwell in various places in the Underworld. Though they’re by far the weakest and smallest of the Hellhound variations, this doesn’t make them any less dangerous than their cousins. Instead of being physically gifted, Garms occupy the more magical side of the familial equation, making them just as dangerous to invoke the wrath of as their counterparts. While Hellhounds are noted to be capable of controlling fire only over particular parts of their body, Garms can take things a step further. They are able to project massive gouts of flame at will, delivering a stream or even covering an area in searing heat. The intensity of the flames is so great that it can boil all of the water in the air within a small area in an instant and produce heat hazes similar to mirages, fooling people into seeing things that aren’t there at the moment. The flames are magical, and bear additional effects. The breath of a Garm has the ability to strip away any non-physical immunity or resistances to fire, preventing all but the most powerful of guards from obstructing the heat of the flames in any way. The flames temperature and effects can be adjusted, but this is likely to only happen when the Garm is searching after a mate. Solitary though they are, Garms are still fiercely loyal creatures to those close to them like other canine beastman. They will fiercely protect their husbands with every ounce of strength they possess, making them ideal partners. Though by the same token, they lack the restraint of even a Hellhound, making it necessary to check them so they do not bring harm to others by accident.

(Sidenote: This time we have a distinct singular version of the Hellhound family, as opposed to the Cerberus three heads and the Orthros two, with a distinctly magical touch to it to contrast with the Hellhounds mostly physical nature. Do note that because of the special property of the flames, any resistance to heat is washed away, so the only safe guard to an angry Garm is distance, or maybe a sturdy wall. They are loyal though to perhaps the level of a Kobold, so they make excellent partners, provided you don't get flambe'd before the opportunity presents itself. The heat haze they produce is also perfectly controllable, and serves all the more for sexy times between you and your Garm girl. Just watch out for dehydration.) 