I read somewhere that Africa historically often had a checkerboard settlement pattern - empty or dense, but nothing in between. They needed the population density to drive off elephants, which would otherwise eat their crops. So the American frontier, Little House on the Prairie-type settlement pattern wouldn't work for th, and by analogy wouldn't work in a land of monsters.
So that's the first thing that comes to mind, is huddled masses. If a settlement grows enough to expand they'll do that in a pulse, colonists moving all together to a new location, and throwing up walls first thing.
Everything is walled of course, cities, towns, villages and hamlets all have at least a log palisade. Inns are fortified. Monasteries and temples are fortified. Bucolic thatched flimsy houses that illustrators like to draw don't exist.
Just like knights and nobles in our world got their start not only as the conquerors and taxers but also the defenders against raiders and other conquerors, the warriors and nobility would be defenders against monsters. No posh effete nobles who rule by birthright but characters with classes and levels. If they don't go on the same quests or dungeon delves as the PCs it's either because they've got other problems or they're happy with the levels they have and are content to guard their town.
You could also do something with superstition. Witch marks, magic charms, bundles of herbs in every window, offerings to the spirits of the wood before every trip into it. Some amount of it works, but there's so much cruft built up around it that knowing and doing it all is a full time job for someone working the land. It's of less use to a wandering monster slayer, though sometimes a sage can pick out what's truly functional.
And don't go out at night! This is already implied by the old encounter tables. Dangerous things are most common at night, but whether by choice or binding they don't often break down your door.