Monster Doctrine (GM Reference)¶
This page defines how Monsters and Creatures function in Kaernest.
It applies to: - beasts, - horrors, - supernatural entities, - aberrations, - non-humanoid threats, - and creatures that do not meaningfully participate in society.
It does not replace NPC Doctrine.
Monsters are not people-driven threats.
They are problems, pressures, and forces.
Core Distinction: NPCs vs Monsters¶
NPCs are people.
Monsters are situations.
NPCs apply pressure through: - memory, - legitimacy, - escalation, - consequence over time.
Monsters apply pressure through: - danger, - disruption, - territory, - instinct, - inhuman persistence.
Do not run monsters as silent NPCs.
Do not run NPCs as disposable monsters.
Core Assumptions¶
- Monsters use the same core resolution system as PCs.
- Monsters may use the same harm tracks, but are not required to mirror PC anatomy or psychology.
- Monsters do not have Effort.
- Monsters do not use Flashbacks.
- Monsters do not engage in social escalation unless explicitly stated.
Monsters are dangerous because of what they are, not because they are optimized.
Monsters Are Not Mini-PCs¶
Monsters are not built for parity or fairness.
Key differences: - Monsters may ignore skills that do not apply to them. - Monsters may replace rolls with static values more often. - Monsters may act on instinct, pattern, or compulsion. - Monsters may have asymmetric defenses or vulnerabilities. - Monsters may break action economy expectations.
Monsters should feel: - predictable once understood, - terrifying before they are understood, - solvable through observation, not optimization.
Monster Purpose¶
Every monster should answer at least one of the following:
- What territory does it claim?
- What does it hunt, consume, or corrupt?
- What behavior does it enforce?
- What does it make unsafe?
If a creature exists only to be fought, it is probably an NPC threat in disguise.
Attributes & Skills (Monster Defaults)¶
Attributes¶
- Monsters use attributes when it clarifies interaction.
- Attributes may exceed typical humanoid limits.
- Monsters may lack attributes entirely where irrelevant.
- Negative attributes are acceptable and expected.
Example: - A massive predator may have no meaningful Presence. - An incorporeal horror may have no Brawn.
Skills¶
Monsters do not need full skill lists.
Use skills only when: - the monster contests a PC directly, - the skill meaningfully differentiates behavior, - failure would change the situation.
Otherwise, assume competence within the monster's nature.
Static Values vs Rolls (Even More Aggressive)¶
Static values are preferred for monsters.
Roll only when: - the outcome is uncertain, - the monster is under pressure, - the PCs have forced adaptation.
Recommended uses: - Static attack values for routine attacks - Static defenses until tactics change - Static perception until deception or surprise matters
Monsters should not slow play.
Monster Behavior & Patterns¶
Monsters do not improvise like people.
They: - repeat behaviors, - follow instincts, - escalate in recognizable ways, - retreat or change state when thresholds are crossed.
Give monsters: - tells, - patterns, - rules they follow.
The fight becomes about learning, not grinding.
Morale and Monsters¶
Most monsters do not use Morale checks.
Instead, they use Behavior Thresholds.
Examples: - retreats when wounded - becomes enraged at half strength - flees when fire is introduced - changes tactics when prey escapes
If a monster has Morale, it should be explicit and rare.
Groups and Swarms (Creatures)¶
Creature swarms function differently from NPC swarms.
- Swarms represent pressure, not coordination.
- They gain durability, not intelligence.
- They do not break morale; they thin.
Breaking a creature swarm usually requires: - area control, - fire, - environmental manipulation, - or removing the source.
Harm, Wounds, and Monster Anatomy¶
Monsters may: - ignore certain wound effects, - convert wounds into altered behavior, - lose abilities instead of taking penalties, - require specific harm types to be meaningfully injured.
A monster does not need to "die" to be defeated.
For monsters, defeat may mean: - driven off, - sealed, - pacified, - disrupted, - or rendered irrelevant.
Conditions and Monsters¶
Conditions should alter monster behavior, not mimic PC penalties.
Examples: - Shaken → changes attack pattern - Frightened → forces retreat - Immobilized → triggers desperation behavior
Avoid stacking Conditions purely for numerical effect.
Monsters and Recovery¶
Monsters do not recover like PCs.
- Some regenerate rapidly.
- Some never heal.
- Some return changed.
- Some do not recover at all.
Recovery should reinforce: - threat persistence, - environmental consequence, - narrative escalation.
GM Guidance¶
- Monsters should not fight to the death unless their nature demands it.
- Monsters should be more dangerous early than late.
- Monsters should reward observation, not attrition.
- Let clever avoidance be victory.
- Let preparation matter more than damage.
Core Design Principle¶
NPCs enforce consequence.
Monsters enforce danger.
NPCs ask: "What will this cost you later?"
Monsters ask: "Can you survive this now?"
Both belong in Kaernest.
They are not interchangeable.