Critical Role Season Four Could Have Resolved My Least Favorite D&D Monster

D&D presents a distinctive creative space. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. Yet, Dungeons & Dragons also bears a five-decade history of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “new” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you get elements that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now AramĂĄn (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), the second episode stood out to me because of a highly innovative take on a classic D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (often called fiends) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names appeared in Dragon magazine editions #12 (February 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar made their debut, starting a tradition of creatures called celestial entities that is still present in the most recent version of the role-playing game.

In D&D, celestial beings are the servants of good-aligned deities, made by their creators to act as warriors, leaders, messengers, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly less fleshed out in contrast to fiends. The Abyss has 99 layers of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of online research.

It’s not surprising that creatures who look like biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players game statistics for angels they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be cool, but they also get cheesy quickly. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we have yet to learn what happens once the god who created them dies. There is no canonical answer, and every DM is able to come up with their own spin. The DM Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, one where the deities have all been slain by mortals in a great conflict that concluded 70 years before the beginning of the campaign. So what happened to the followers of these gods?

Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a blight that destroyed entire countries. A great deal about the past of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the deities died, the celestial beings went “feral”. They became monsters that could destroy entire regions if not contained. Viewers got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a enormous casket.

It is no accident that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the place.

The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own pride or obsessions. They are casualties; another terrible consequence of the War of the Shapers. As the new campaign continues, it is hoped Mulligan focuses on the notion that, regardless of how “righteous” that conflict was, the mortals who emerged victorious may still regret the outcome. Their world has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, guiding their spirits to security after death, are now frightening disasters.

Sure, this might simply be a practical method to address the original creator’s initial quandary. It’s easy to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Brianna Schultz
Brianna Schultz

Rylan Vance is a passionate gamer and content creator with over a decade of experience in the esports industry, sharing insights and tips.