The Latest Critical Role Season Four May Have Resolved The Most Problematic D&D Monster

Dungeons & Dragons offers a unique imaginative arena. Theoretically, it serves as a blank canvas where the imagination of DMs and players can paint any kind of picture. Yet, D&D also bears a 50-year legacy of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “new” content for Dungeons & Dragons is a reiteration of familiar ideas. At times you encounter things that are as brilliant as “a classic hit,” other times you cringe as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by Matt Mercer) and now Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in D&D

Fiendish creatures (collectively known as evil outsiders) have been included in D&D since the mid-70s, but it took a while longer for their angelic equivalents to appear. A few unique “angels” with individual titles were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the angels from biblical 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 presented fresh creatures that would appear in the 1983 Monster Manual II. That’s where the deva, the planetar, and the solar angel first appeared, initiating a tradition of creatures known as celestials that is continues to exist in the latest edition of the role-playing game.

In D&D, celestials are the servants of good-aligned deities, made by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their god on the Material Plane. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an hour of online research.

It’s understandable that beings who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers stat blocks for divine beings they could kill in their sessions, and although celestials were subsequently developed 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 created 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 established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Heavenly Beings

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we still don’t know what happens once the deity who made them dies. There is no official explanation, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the gods have all been killed by humans in a massive war that ended seven decades before the start of the campaign. So what happened to the servants of these gods?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that destroyed entire countries. A great deal about the history of Aramán, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that after the deities were slain, the celestial beings became “wild”. They transformed into creatures that could destroy large areas if not contained. Viewers caught a sight of how scary such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a massive coffin.

It’s not a coincidence that the most compelling celestials in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the eternal Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the place.

The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, or misled by their own pride or obsessions. They are victims; another dreadful result of the War of the Shapers. As Campaign 4 continues, it is hoped the DM focuses on the idea that, regardless of how “just” that conflict was, the humans who won it may still regret the consequences. Their world has been wounded, their link to the hereafter has been severed, and the beings that were once their protectors, shepherding their souls to safety after death, are now frightening disasters.

Certainly, this may just be a practical method to address Gygax’s original dilemma. It’s easy to justify killing an angel when it’s a screaming, mad creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Ricardo Smith
Ricardo Smith

Elara Vance is a design enthusiast and lifestyle blogger with a passion for modern aesthetics and sustainable living practices.