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

Dungeons & Dragons provides a distinctive creative space. In theory, it acts as a blank canvas where the imagination of DMs and participants can paint any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this extensive universe of existing content, meaning that a lot of “new” material for Dungeons & Dragons is a reiteration of familiar ideas. At times you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative interpretation on a traditional D&D creature type: celestials.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Demons and devils (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A few unique “angels” with individual titles 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 wait until 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced new monsters that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar angel first appeared, starting a lineage of creatures called celestial entities that is still present in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their masters to serve as warriors, commanders, messengers, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the faith of their deity on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting side stories. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading.

It’s understandable that creatures who resemble angels from the Bible went underdeveloped. There are stories that Gygax was uncomfortable about providing gamers stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for beings that are created to be divine minions. Sure, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their unique nature.

How Critical Role Campaign 4 Redefines Heavenly Beings

Honestly, I understand: Celestials are simply not very compelling. Divine champions of good that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what occurs once the deity who made them perishes. There is no official explanation, and each Dungeon Master is able to come up with their own spin. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the deities have all been killed by mortals in a massive war that concluded seven decades before the start of the campaign. So what happened to the servants of these gods?

Brennan’s solution is simple, horrifying, and very interesting: They became insane and turned into a plague that devastated whole nations. A great deal about the history of this world, the war against the gods, and its consequences in the present has still to be revealed, but it seems that when the gods died, the celestial beings became “wild”. They transformed into monsters that could destroy entire regions if not contained. Viewers got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial entity kept chained in a massive coffin.

It’s not a coincidence that the most compelling celestials in D&D, story-wise, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with concluding the Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the location.

The taint seen in the fourth campaign 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 fixations. They are victims; one more terrible consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, no matter how “righteous” that war was, the mortals who emerged victorious may nonetheless lament the consequences. Their world has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their guardians, shepherding their souls to security following death, are currently terrifying calamities.

Sure, this might simply be a practical method to solve Gygax’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a shrieking, mad creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {

Jessica Richards
Jessica Richards

A tech journalist and industry analyst with over a decade of experience covering global markets and emerging technologies.