The Latest Critical Role Season Four May Have Resolved My Least Favorite D&D Monster

D&D presents a unique imaginative arena. In theory, it acts as a blank canvas where the creativity of DMs and players can craft any kind of picture. However, D&D also bears a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this extensive landscape of references, meaning that a great deal of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “a classic hit,” other times you wince as if hearing “a derivative tune.”

Critical Role has gotten plenty creative in the past thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now Aramán (the world created by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (He strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a classic D&D creature type: celestials.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Demons and devils (often called fiends) have been included in D&D since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon editions #12 (February 1978) and 17 (August 1978). These were essentially variations of the celestial figures from biblical sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar angel, and the solar angel first appeared, starting a lineage of creatures called celestial entities that is continues to exist in the most recent version of the game.

In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their creators to serve as soldiers, leaders, emissaries, intermediaries for humans, and in general to populate their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the belief of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an short time of wiki reading.

It’s not surprising that beings who look like angels from the Bible received less attention. There are stories that Gary Gygax felt uneasy about giving players stat blocks for angels they could kill in their games, and even if celestials were later expanded with a broader spectrum of looks and roles, that problematic origin hindered their growth. There’s also only so much what you can create for beings that are designed to be servants of a god. Sure, they have free will, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Heavenly Beings

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of good that smite evil in all its forms can be cool, but they also become clichéd quickly. That general lack of interest implies we still don’t know that much about celestials. For example, we have yet to learn what happens once the deity who made them dies. There is no official explanation, and each Dungeon Master is able to devise their own spin. The DM Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the deities have all been slain by humans in a massive war that concluded 70 years prior to the beginning of the campaign. So what became of the servants of these divine beings?

Mulligan’s answer is simple, terrifying, and very interesting: They became insane and became a blight that devastated whole nations. A great deal about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that when the gods were slain, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions if not contained. The audience got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a massive coffin.

It’s not a coincidence that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was summoned by a priest inside Undermountain and developed a fixation on “purging” the evil in the Terminus area of the massive dungeon, gradually yielding to the madness permeating the location.

The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, nor misled by their own pride or fixations. They are victims; one more dreadful result of the War of the Shapers. As the new campaign continues, I hope Mulligan focuses on the notion that, no matter how “just” that conflict was, the mortals who won it may still regret the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, shepherding their souls to safety following death, are currently frightening disasters.

Sure, this may just be a practical method to solve the original creator’s initial quandary. It is simple to justify killing an angel when it’s a shrieking, mad entity with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s aversion for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

Steven Stein
Steven Stein

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot game mechanics and player psychology.