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

Dungeons & Dragons presents a unique imaginative arena. In theory, it acts as a blank canvas where the creativity of DMs and players can paint any kind of picture. Yet, D&D also carries a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, meaning that a lot of “fresh” material for Dungeons & Dragons is a reworking of sampled tracks. At times you get elements that are as brilliant as “Gangsta’s Paradise,” other times you cringe as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may identify some of his common themes (He really hates the gods!), the second episode impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in Dungeons & Dragons

Demons and devils (often called fiends) have been part of D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel first appeared, starting a lineage of creatures called celestials that is continues to exist in the latest edition of the role-playing game.

In D&D, celestial beings are the servants of good-aligned deities, created by their masters to act as warriors, leaders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Infernal Realms and support the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an hour of online research.

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 kill in their games, and although celestials were subsequently developed with a bigger range of appearances and purposes, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are created to be servants of a god. Certainly, they have free will, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be impressive, 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 still don’t know what occurs once the god who made them perishes. There is no canonical answer, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, one where the gods have all been killed by mortals in a massive war that ended seven decades before the beginning of the campaign. So what happened to the followers of these gods?

Brennan’s answer is simple, horrifying, and highly intriguing: They became insane and became a blight that devastated entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the gods were slain, the celestials became “wild”. They became creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, 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 corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was called forth by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the location.

The taint observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are victims; one more dreadful result of the War of the Shapers. As the new campaign progresses, I hope the DM concentrates on the notion that, regardless of how “just” that conflict was, the humans who won it may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their protectors, shepherding their souls to security after death, are now frightening disasters.

Certainly, this may just be a practical method to solve Gygax’s initial quandary. It is simple to justify killing an angel when it’s a screaming, insane entity with rows of teeth, 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 loathing for divine beings in his stories, but I still prefer these monstrous celestials to the one-dimensional {

Jessica Rodriguez
Jessica Rodriguez

A Berlin-based journalist specializing in luxury travel and sustainable business practices, with over a decade of experience in European media.