.... My advice is to step a few levels back, like subdiv level 3 or something, so that you can see the polygon quads. This way you can easily establish the overall form without getting lost in the details. It's all about shape and silhouette in the first place (you can check this
example in the first pic of page 2 of my thread ). After establishing the primary form and large overall shapes,step one level up. You will still see smaller quads , but you can already lay down some initial lines regarding anatomy and musculature, like i.e. the transition of the forearm muscles to the upper arm (which looks quite cool in your concept).
You should go on like this step by step and finally when you have placed all volumes and masses where you think they should be, and when you are satisfied with the overall shape of your sculpt, you start with the details.
This is probably the most "secured" way to build up a character in order to make him look realistic. (Later when you'll have the routine you could also do it like the Santa Monica guys in their
lunchcrunch thread - They do quicksculpting with great results...)
I hope this helps and I'm looking forward to see your finished monster, which I think really has potential.
Cheers