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

D&D provides a distinctive creative space. Theoretically, it acts as a blank canvas where the imagination of DMs and participants can paint any kind of picture. Yet, D&D also carries a five-decade history of campaign settings, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this extensive universe of existing content, meaning that a great deal of “fresh” content for D&D is a reiteration of familiar ideas. At times you get things that are as brilliant as “a classic hit,” other times you cringe as if hearing “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the world created 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 (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.

A Brief History of Heavenly Beings in D&D

Demons and devils (often called fiends) have been included in D&D since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon issues #12 (February 1978) and 17 (Aug. 1978). These were little more than variations of the angels from biblical sacred texts; for more original versions, we had to hold out for 1982 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 2. That’s where the deva, the planetar angel, and the solar angel first appeared, starting a lineage of creatures known as celestial entities that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to act as warriors, leaders, messengers, liaisons with mortals, and in general to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the Material Plane. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an hour of online research.

It’s not surprising that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy 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 hindered their growth. There is also a limit to what you can create for creatures that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Celestials

Honestly, I get it: Celestials are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That general lack of interest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what happens after the god who created them dies. There is no canonical answer, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan chose to make this question central to the setting of Aramán, one where the gods have all been killed by mortals in a great conflict that ended 70 years prior to the beginning of the story. So what became of the servants of these divine beings?

Mulligan’s solution is straightforward, terrifying, and very interesting: They went crazy and turned into a blight that devastated entire countries. A great deal about the past of Aramán, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that when the deities died, the celestials became “wild”. They became creatures that could annihilate large areas if not contained. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial held bound in a enormous casket.

It is no accident that the most interesting celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with concluding the eternal Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the place.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, or led astray by their own arrogance or obsessions. They are casualties; another dreadful consequence of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, no matter how “just” that conflict was, the mortals who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been severed, and the beings that were formerly their guardians, shepherding their souls to security following death, are currently frightening disasters.

Certainly, this might simply be a convenient way to solve the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Timothy Norton
Timothy Norton

A gaming industry analyst with over a decade of experience in slot machine development and market trends, passionate about technological innovation.