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Part of what makes scientific names sound consistent is that they're part of a formal system called binomial nomenclature. If you apply the same system to the names of your fantasy creatures, they'll have a similar feel. In binomial nomenclature, a creature's name is comprised of two words, a genus and a specie.
So the name would fit the pattern Homo _____ or Homo sapiens _____. In general, scientific names are given based on either the existing Latin name for the organism (like Canis lupus) or something that makes the organism unique. (Or a person's name with -i attached, but that's a cop-out in a worldbuilding question.)
One very fundamental assumption in scientific inquiry is this: the rules stay consistent. This is what allows us to make testable predictions and hence run experiments to determine how well our theories match 'reality'. Without this ongoing consistency, the scientific method cannot function.
The scientific name is far more concerned with a precise name for the species than it is the convenient identification at a glance. Now not only do we have two pictures of things which may be given different layman's names but the same scientific name, but we also mentioned the different classes. The idea of classes is relatively new.
Personally, I'll draw upon both that term and the name of the aforementioned Hekatoncheires to coin the terms "polycheires" and "polycheirid" (lit. "many-handed one") for all more-than-two-arms humanoids, with "poly-" being replaced with the appropiate numerical prefix when a particular number of arms is specified (e.g. "tetracheirid" for four ...
Once you start with a linear body plan, the evolution towards a bipedal humanoid becomes easy and arguably the easiest option to create a tool-using species. On land, the lack of bouyance for support control and the advantage of low frictions mean that limbs that lift the animal off the ground have a significant energy advantage.
There are scientific researches into extreme black paints and extreme black coatings. We know that perceived blackness can be enhanced by manipulating the microscopic properties of surfaces. Your character can do this. Naturally because of how its approached, they think of it as manipulating darkness not light, whatever may physically be going on.
To even approach a scientific explanation, you're going to have to define a light level in which your creatures can operate. Dungeons & Dragons uses four basic light levels: Bright light: Outdoors on a sunny day.
I think there would have to be a gland of some sort which you can make up that contains a combustible secretion. Further more I think that dragons would have to take a note from birds. Some birds swallow rocks to help them digest. In this case the rocks would be used to create a spark. I believe the gland that birds have is called a gizzard.
Create new mass and/or energy at a given point. We've had questions similar to this before; unfortunately, I can't find any at the moment. But he'd essentially have to go against the law of conservation of mass/energy to do this, so this approach is a big no-no. Manipulate the universal scale factor.