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

Dungeons & Dragons offers a distinctive creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and participants can paint countless scenarios. Yet, Dungeons & Dragons also carries a five-decade history of campaign settings, creatures, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds find it difficult to completely free themselves from this vast landscape of references, meaning that a lot of “new” content for D&D is a reiteration of familiar ideas. At times you get elements that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”

The show Critical Role has been highly inventive in the past thanks to the original settings of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan 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 interpretation on a traditional D&D creature type: angelic beings.

The Historical Background of Celestials in D&D

Demons and devils (collectively known as fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A handful of distinct “angels” with specific names appeared in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the angels from biblical religious lore; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar first appeared, initiating a lineage of beings called celestials that is continues to exist in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their masters to act as warriors, commanders, emissaries, liaisons with mortals, and overall to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and help uphold the faith of their god on the mortal world. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass 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.

Celestial lore is markedly underdeveloped in contrast to fiends. The Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an hour of wiki reading.

It’s not surprising that beings who look like angels from the Bible received less attention. There are stories that Gary Gygax was uncomfortable about giving players stat blocks for angels they could kill in their games, and although celestials were later expanded with a bigger range of looks and roles, that controversial beginning hindered their growth. There’s also only so much what you can do with beings that are designed to be servants of a god. Certainly, they have independent thought, but their storytelling range is limited. In that sense, the antagonists have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities 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 understand: Celestials are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be cool, but they also become clichéd quickly. That general lack of interest means we still don’t know a great deal about celestials. As an illustration, we have yet to learn what occurs after the god who made them dies. There is no canonical answer, and each Dungeon Master is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, a place where the gods have all been slain by mortals in a massive war that ended 70 years before the beginning of the story. So what happened to the servants of these gods?

Mulligan’s answer is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that destroyed whole nations. A lot about the history of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the gods were slain, the celestials went “feral”. They transformed into creatures that could destroy entire regions if left unchecked. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial entity kept chained in a massive coffin.

It is no accident that the most compelling celestials in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the location.

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, nor led astray by their own arrogance or fixations. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM focuses on the notion that, no matter how “righteous” that war 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 creatures that were once their guardians, guiding their spirits to security following death, are now terrifying calamities.

Sure, this may just be a practical method to solve the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, mad creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Veronica Grant
Veronica Grant

A cultural anthropologist and travel writer specializing in Nordic regions, with a passion for documenting local traditions and modern innovations.