#5 in multiple New York Times bestseller Larry Correia's Monster Hunter series.
Agent Franks of the U.S. Monster Control Bureau is a man of many parts—parts from other people, that is. Franks is nearly seven feet tall and all muscle. He's nearly indestructible. Plus he’s animated by a powerful alchemical substance and inhabited by a super-intelligent spirit more ancient than humanity itself.
Good thing he’s on our side. More or less.
Sworn to serve and protect the United States of America from all monsters by one of the country’s founding fathers, Franks has only one condition to the agreement: no matter what the government learns of him, no matter what is discovered concerning his odd physiology or the alchemy behind the elixir that made him, the government is never, ever allowed to try and make more like him. Such is absolutely forbidden and should the powers-that-be do so, then the agreement is null and void.
Project Nemesis: in a secret location, using sophisticated technology and advanced genetic engineering, the director of the very agency Franks works for is making more like him. And the director is not content with making one. Nope, he’s making thirteen.
Now all bets are off, and Hell hath no fury like a monster betrayed. Particularly if that monster happens to be an undying killing machine capable of taking out vampires and werewolves with one hand tied behind his back.
Monster Hunter International might be the premier monster eradication company in the business, but they’ve got competition. When hunters from around the world gather in Las Vegas for a conference, a creature left over from a World War Two weapons experiment wakes up and goes on a rampage across the desert. A not-so-friendly wager between the rival companies turns into a race to see who can bag the mysterious creature first.Only there is far more to this particular case than meets the eye, and as Hunters fall prey to their worst nightmares, Owen Zastava Pitt and the staff of Monster Hunter International have to stop an ancient god from turning Sin City into a literal hell on earth.
Grunge (Monster Hunter Memoirs, #1)
Larry Correia
When Marine Private Oliver Chadwick Gardenier is killed in the Marine barrack bombing in Beirut, somebody who might be Saint Peter gives him a choice: Go to Heaven, which while nice might be a little boring, or return to Earth. The Boss has a mission for him and he's to look for a sign. He's a Marine: He'll choose the mission. Unfortunately, the sign he's to look for is "57." Which, given the food services contract in Bethesda Hospital, creates some difficulty. Eventually, it appears that God's will is for Chad to join a group called "Monster Hunters International" and protect people from things that go bump in the night. From there, things trend downhill. Monster Hunter Memoirs is the (mostly) true story of the life and times of one of MHI's most effective—and flamboyant—hunters. Pro-tips for up and coming hunters range from how to dress appropriately for jogging (low-profile body armor and multiple weapons) to how to develop contacts among the Japanese yakuza, to why it's not a good idea to make billy goat jokes to trolls. Grunge harkens back to the Golden Days of Monster Hunting when Reagan was in office, Ray and Susan Shackleford were top hunters and Seattle sushi was authentic.
Hard Magic (Grimnoir Chronicles, #1)
Larry Correia
Jake Sullivan is a licensed Private Eye—with a seriously hardboiled attitude. He also possesses raw magical talent and the ability to make objects in his vicinity light as a feather or as heavy as depleted uranium, all with a magical thought. It's no wonder the G-men turn to Jake when they need someone to go after a suspected killer who's been knocking off banks in a magic-enhanced crime spree. Problems arise when Jake discovers the bad girl behind the robberies is an old friend, and he happens to know her magic is just as powerful as his, and the Feds have plunged Jake into a secret battle between powerful cartels of magic-users--a cartel whose ruthless leaders have decided that Jake is far too dangerous to live. . . .