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

D&D presents a distinctive imaginative arena. In theory, it acts as a blank canvas where the imagination of DMs and players can craft countless scenarios. However, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this extensive landscape of references, meaning that a great deal of “new” content for D&D is a reiteration of sampled tracks. At times you get elements that sound as good as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”

The show Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative take on a traditional D&D creature type: angelic beings.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been included in D&D since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “divine messengers” with specific names appeared in the publication Dragon issues 12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of creatures known as celestials that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to serve as warriors, commanders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably underdeveloped compared to fiends. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an short time of wiki reading.

It’s not surprising that beings who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their sessions, and although celestials were subsequently developed with a bigger range of looks and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be divine minions. Sure, they have free will, but their storytelling range is restricted. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Reimagines Heavenly Beings

Honestly, I understand: Celestials are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be cool, but they also become clichéd quickly. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what happens once the deity who made them dies. There is no canonical answer, and every DM is free to come up with their own spin. Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, one where the deities have all been slain by mortals in a great conflict that ended seven decades prior to the start of the campaign. So what became of the servants of these divine beings?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They became insane and became a blight that devastated whole nations. A lot about the past of Aramán, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it seems that after the gods died, the celestials went “feral”. They became creatures that could destroy large areas if not contained. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity kept chained in a enormous casket.

It is no accident that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was called forth by a cleric inside Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the location.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own arrogance or fixations. They are casualties; another terrible result of the Shapers’ War. As the new campaign progresses, I hope Mulligan focuses on the idea that, regardless of how “just” that conflict was, the mortals who won it may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were once their guardians, shepherding their souls to security following death, are currently frightening disasters.

Certainly, this might simply be a practical method to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

John Archer
John Archer

A passionate MapleStory veteran with over a decade of experience, specializing in class optimization and end-game content strategies.