Monsters in Bright‑Dark are wounded, sorrorful beings shaped by fear, temptation, or despari. This section explains how to portray them, how they behave, and why they matter emotionally.
Monsters
Monsters in Bright-Dark are characters, not things to kill. They don't give out experience points or loot. They aren't morally evil or mindless swarming hoards. They're wounded beings who live in the darkness. They don't worship it. They're dangerous because they're wounded. They're lashing out because they're hungry, confused, sad, or frightened, not angry or cruel or warlike.
Bright-Dark does not have a catalog of monsters. Traditional fantasy monsters must be recontextualized for Bright-Dark. Bright-dark is a tone that is built on emotion, wounds, and meaning. A monster that doesn't fulfill this doesn't fit. Monsters must be tailored, not generic.
Monsters should challenge players emotionally, not just mechanically. When creating a monster, there should be consequences for killing it besides life and death like a failed objective, a lost opportunity, a ruined relationship, a hidden truth that stays a secret, or the weight that they're hurting something gentle or noble that can't help itself. These are emotional stakes. Monsters do not simply fill space in the dungeon.
Create monsters who are dangerous yet sympathetic, even if that sympathetic quality isn't immediately obvious. A goblin is not malicious, it's hungry and anxious. It uses tricks first, violence if cornered. A wolf is not a predator, it's a mourner of its lost pack. An ogre is not a brute, it's a misunderstood creature that can't control its strength; It's not his fault he breaks people. A sanctuary guardian feels betrayed because his shrine has been desecrated. A ghost can't pass on until she finds out who stole her precious wedding ring.
Keep the scale human, not cosmic or ecological. Bright-Dark is too delicate for generic threats. Everything must be emotionally anchored.
Monsters are fixable by calming, cleansing, comforting, guiding, healing, and understanding. Violence is possible, but compassion is powerful.
Design, portray, and describe monsters like Complex NPCs with a wound, a shield, redeeming traits, a goal, and an obstacle. Complex NPCs are described in the Game Master section. For your benefit, consider how these complex NPC traits affect its behavior and include small notes within the traits. Players can soften conflict, possibly resolve it, by helping the monster rather than hurting it.
MONSTER STATS
Monsters are not designed with the same logic as a player character. Monsters only need a few stats:
Health: Either a range for the average monster of its kind (example 2-5), or a specific amount (example 10) will do.
Two Attributes: Monsters don't need attributes. They need two numbers, a high one and a low one. For actions that it should be good at, use the high number. For actions it's average or poor at, use the low number. For example, a +1 and a -1 or a +3 and a 0.
These numbers added to any of its 3d6 rolls.
Defense TN: The number that players need to roll against to hit the monster. When in doubt, assume 10. Sometimes, an arbitrary Defense TN is better for the fiction or the game than a Defense TN based on the logic of armor.
If a star appears by Defense TN (*), this means the monster may not be harmed by mundane attacks, and a silvered weapons or magic is needed. A double star (**) means only magic may harm the monster.
Damage: How much damage the monster rolls when it makes a successful attack. If a dice value appears, use the dice value for all its attacks. If Special appears, the attack does something other than reduce health; see its notes.
Size: Size is omitted if a creature's size is intuitive. Some creatures are much larger than a man such as a lion, bear, or ogre. Such creatures cannot be conventionally grappled.
Movement: Assume creatures have Normal Movement (30 feet). Movement is omitted unless the creature has a distinct movement such as slow, fast, flying, teleporting, etc.
Morale TN: This number describes bravery or cowardice. The lower the Morale TN, the braver the creature. 10-11 is average. Refer to the Morale Checks rule in the Core Mechanics section for a full description of the rule.
SAMPLE MONSTERS
Bear: Health 15, Attributes +3, -1, Defense TN 10, Damage 1d6+2, Morale TN 10, Movement climbs at normal speed rather than slow speed
(Variant) Direbear: Health is 25, Hit +4, Defense 12, Damage 2d6
Wound: Grieving because its mate and cubs were hunted by poachers
Shield: Humans will never hurt bear cubs again
Goal: To keep humans out of its territory
Obstacle: Human hunting grounds overlap with the bears territory
Redeeming Traits: it's a perfectly normal bear when no humans are around; not some maladjusted man-eater as believed
Ghost: Health 8-16, Attributes +1, -1, Defense TN 8**, Damage Special, Morale TN 10, Movement Fast, Flying, Hovering
Vitality Drain: On touch, reduces maximum health by 1d6-1 (min 1).
Flight: The ghost can fly.
Intangible: Can move and stop in solid objects.
Possession: The ghost can enter a character's body and take control of it. The character gets one chance to resist being possessed by rolling 3d6+Heart.
Wound: Believes her wedding ring was stolen. This is an injustice.
Shield: Thief should be punished.
Goal: Find her ring.
Obstacle: Her wedding ring is missing, not stolen.
Redeeming Traits: Was a kind person in life.
Goblin: Health 2-5, Attributes +1, -2, Defense TN 9, Damage 1d6-1 (minimum 1), Morale TN 12
(Variant) Goblin Priest: Revered by other goblins. Goblins gain a significant morale boost in the presence of a living goblin priest: Moral TN 9.
(Variant) Goblin Warrior: Health is 10 rather than 2-5, Attributes +2, -1, damage is 1d6.
Wound: Rejected because of their ugliness, mischievousness, and superstition. They are fearful of humans who occasionally try to kill them, and anxious because they're small than most things.
Shield: They need to eat, and humans hurt them first
Goal: Basic survival needs
Obstacle: Forced to live in the most remote parts of the world.
Redeeming Traits: Cunning and clever. Capable of small kindness and quiet courage
Grove Guardian: Health 18-24, Attributes +2, 0 Defense TN 8, Damage 1d6+2, Morale TN 9, Size equivalent to a very large bear
Charge: Antlers and hooves; If hit for at least 5 damage, you are knocked prone and trampled for an additional 1d6 damage.
Wound: Its grove, its home, was burned by careless humans. Now it grieves by howling and moaning.
Shield: Right to a home. Won't let anything happen to its home again!
Goal: It roams to find a new home. It's settling into woods at the edge of human territory. It's quick to defend itself and anything it considers its new territory.
Obstacle: Humans are scared of it. They think it's a man-eating monster.
Redeeming Traits: A gentle giant and a noble creature that ordinarily grooms the woods and takes the forests resources responsibly.
Lion: Health 20, Hit +3, Defense TN 12, Damage 1d6+2, Morale TN 13 because of its injury, 8 normally, Movement is normal (30 ft) because of its injury
(Variant) Liger: Health is 30, Hit +5, Defense 14, Damage 2d6+1 (3-13 damage)
Wound: A debilitating physically injury has made it vulnerable, now it can't hunt its normal prey and resorts to humans. It is ostracized from its pride and is lonely.
Shield: Everything needs to eat.
Goal: It is waiting to heal.
Obstacle: Its wound isn't healing, its rotting.
Redeeming Traits: Doesn't want to eat humans.
Ogre: Health 20, Attributes +3,-1 Defense TN 8, Damage 2d6, Morale TN 10
Wound: Misunderstood and lonely. Not a brute, just doesn't understand its strength and others' fragility. Sad because he keeps accidentally killing his friends.
Shield: I no mean to do it! I good!
Goal: Make a friend.
Obstacle: Everyone is afraid of him and they hunt him.
Redeeming Traits: Kind
Troll: Health 15, Attributes +2, -1, Defense TN 11, Damage 1d6+2, Moral TN 8
Regeneration: At 0 Health, the troll appears dead. It will come back to life in 24 hours unless it is decapitated, de-cored meaning to remove its heart, or fully immolated (burned). Every time the troll comes back to life, it gains 1d6 maximum health, and its damage goes up in the following fashion: 2d6, 2d6+1, 2d6+2, 3d6, 3d6+1, 3d6+2, 4d6, etc.
Wound: Humans attack it first! Humans killed mate! Humans bad!
Shield: Believes its indiscriminate violence is justified.
Goal: Revenge on the man who killed his mate.
Obstacle: Trolls can't go into human societies without facing a pitchfork mob.
Redeeming Traits: Was capable of peace once.
Wolf: Health 7, Attributes +1, 0, Defense TN 11, Damage Bite (see description), Morale TN 9 (in a pack), 12 (alone)
Wolves attack in packs. When they bite, they do 1d3+1 damage, and they can choose to grapple the victim in their jaws which happens automatically. The victims must use their action to break a grapple, and they can only break one grapple per action.
Wound: Its pack died due to a harsh winter. Now it mourns and survives alone.
Shield: Forced to steal human livestock because it can't hunt big prey without its pack.
Goal: Find a new Pack.
Obstacle: Wolf packs are scarce.
Redeeming Traits: Capable of dog-like empathy.
Download: Character Sheet