The Latest Critical Role Season Four Could Have Fixed My Least Favorite D&D Monster

Dungeons & Dragons offers a unique imaginative arena. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft countless scenarios. However, Dungeons & Dragons also bears a 50-year legacy of worlds, creatures, magic systems, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, so that a lot of “new” material for D&D is a reiteration of sampled tracks. At times you get things that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the original settings of its first setting (created by Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), the second episode impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (often called fiends) have been included in D&D since 1976, but it required more time for their angelic equivalents to appear. A few unique “angels” with specific names were featured in Dragon magazine issues 12 (February 1978) and #17 (August 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced fresh creatures that would appear in the 1983 Monster Manual II. That’s where the deva angel, the planetar angel, and the solar angel made their debut, starting a lineage of beings called celestials that is still present in the latest edition of the role-playing game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their masters to serve as soldiers, leaders, emissaries, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their god on the mortal world. Despite their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances 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 Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an hour of wiki reading.

It’s not surprising that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their games, and even if celestials were later expanded with a bigger range of appearances and purposes, that problematic origin hindered their growth. There is also a limit to what you can create for beings that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly creatures that can evolve in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Redefines Heavenly Beings

Honestly, I get it: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we still don’t know what occurs after the god who created them perishes. There is no canonical answer, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the deities have all been slain by mortals in a massive war that concluded 70 years prior to the start of the campaign. So what happened to the servants of these divine beings?

Brennan’s solution is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A lot about the history of this world, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that after 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 (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the place.

The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own pride or fixations. They are casualties; another terrible consequence of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan focuses on the notion that, no matter how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been severed, and the beings that were once their guardians, shepherding their souls to safety after death, are currently terrifying calamities.

Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a shrieking, insane creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {

Martha Martinez
Martha Martinez

Mira Chen is a tech journalist and futurist specializing in emerging technologies and their societal impacts, with over a decade of experience.