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

Dungeons & Dragons provides a unique imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and participants can paint countless scenarios. However, Dungeons & Dragons also carries a 50-year legacy of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, meaning that a great deal of “fresh” material for D&D is a reiteration of sampled tracks. Sometimes you encounter things that are as brilliant as “a classic hit,” on other occasions you wince like when listening to “All Summer Long.”

The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the deities!), the second episode impressed me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been part of D&D since 1976, but it took a while longer for their angelic equivalents to show up. A few unique “divine messengers” with individual titles were featured in the publication Dragon issues 12 (Feb. 1978) and 17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented new monsters that would be included in the 1983 Monster Manual II. That’s where the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of beings 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, created by their creators to act as soldiers, leaders, messengers, intermediaries for humans, and in general to populate their realms in the Upper Planes. They are champions of good who battle 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 divine beings, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading.

It’s not surprising that creatures who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their games, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with creatures that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Heavenly Beings

To be frank, I get it: Celestials are just not that interesting. Divine champions of good that smite evil in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest implies we still don’t know that much about celestials. For example, we still don’t know what happens once the deity who created them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the gods have all been killed by mortals in a massive war that concluded seven decades prior to the start of the campaign. So what happened to the servants of these divine beings?

Brennan’s answer is straightforward, horrifying, and highly intriguing: They went crazy and turned into a plague that destroyed whole nations. A lot about the past of this world, the war against the gods, and its aftermath in the present has still to be revealed, but it appears that after the deities were slain, the celestial beings went “feral”. They became monsters that could annihilate entire regions if not contained. Viewers caught a sight of how scary one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity held bound in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose obsession with ending 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 angel who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the place.

The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own pride or obsessions. They are victims; another terrible consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM focuses on the notion that, regardless of how “just” that conflict was, the humans who won it may still regret the consequences. Their world has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their protectors, guiding their spirits to safety after death, are currently frightening disasters.

Sure, this may just be a convenient way to solve the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a screaming, mad entity with multiple fangs, but I am also very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his campaigns, but I still prefer these horrific heavenly beings to the flat {

Hector Patterson
Hector Patterson

A seasoned gaming technology analyst with over a decade of experience in slot machine design and industry trends, based in Berlin.