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

D&D offers a distinctive creative space. Theoretically, it acts as a blank canvas where the creativity of Dungeon Masters and participants can craft any kind of picture. However, Dungeons & Dragons also carries a five-decade history of worlds, creatures, magic systems, established non-player characters, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this extensive landscape of references, so that a lot of “fresh” content for D&D is a reiteration of sampled tracks. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you wince like when listening to “a derivative tune.”

Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), episode 2 impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: angelic beings.

The Historical Background of Celestials in Dungeons & Dragons

Demons and devils (collectively known as fiends) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A few unique “angels” with specific names were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel made their debut, initiating a lineage of creatures known as celestials that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their creators to serve as soldiers, commanders, messengers, intermediaries for humans, and in general to inhabit their realms in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and help uphold the belief of their god on the mortal world. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, 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 demon lords warring amongst themselves. 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 gleaned in an short time of wiki reading.

It’s not surprising that creatures who look like angels from the Bible received less attention. There are stories that Gygax felt uneasy about providing gamers game statistics for angels they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is limited. From that perspective, the bad guys have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic entities that can evolve in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Reimagines Heavenly Beings

Honestly, I get it: Celestials are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest means we remain unaware of that much about celestials. As an illustration, we still don’t know what happens once the god who made them dies. There is no official explanation, and every DM is free to devise their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, one where the gods have all been killed by humans in a great conflict that concluded seven decades before the start of the campaign. So what happened to the followers of these divine beings?

Mulligan’s solution is simple, horrifying, and highly intriguing: They became insane and became a blight that destroyed whole nations. A lot about the history of Aramán, the divine conflict, and its consequences in the present has still to be revealed, but it seems that after the gods died, the celestial beings went “feral”. They became monsters that could annihilate large areas if not contained. The audience caught a sight of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a enormous casket.

It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the insanity permeating the location.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own pride or obsessions. They are casualties; another terrible result of the War of the Shapers. As the new campaign continues, it is hoped Mulligan focuses on the idea that, no matter how “righteous” that war was, the humans who won it may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were once their protectors, shepherding their souls to safety after death, are now frightening disasters.

Certainly, this might simply be a practical method to address Gygax’s original dilemma. It’s easy to justify killing an angel when it’s a shrieking, 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 divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Amber Powell
Amber Powell

Master woodworker and furniture designer with over 15 years of experience in sustainable craftsmanship.