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

D&D offers a unique creative space. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, D&D also carries a five-decade history of campaign settings, monsters, spellcasting rules, established non-player characters, and general lore. Even the best imaginative thinkers struggle to completely free themselves from this vast landscape of references, meaning that a lot of “new” material for D&D is a reworking of sampled tracks. At times you encounter things that are as brilliant as “Gangsta’s Paradise,” other times you cringe like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (designed by the DM Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may identify some of his common themes (He really hates the gods!), episode 2 impressed me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (collectively known as evil outsiders) have been part of Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to appear. A few unique “angels” with individual titles were featured in the publication Dragon issues 12 (February 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 the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar angel, and the solar first appeared, initiating a lineage of beings known as celestials that is still present in the most recent version of the role-playing game.

In D&D, celestials are the servants of benevolent gods, created by their creators to serve as soldiers, commanders, messengers, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their deity on the mortal world. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably underdeveloped compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an short time of online research.

It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their sessions, and although celestials were later expanded with a broader spectrum 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. Certainly, they have independent thought, but their narrative potential is limited. In that sense, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Redefines Heavenly Beings

To be frank, I get it: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest means we remain unaware of that much about celestials. As an illustration, we still don’t know what occurs after the deity who made them perishes. There is no canonical answer, and every DM is free to devise their own interpretation. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the deities have all been killed by humans in a great conflict that concluded 70 years before the beginning of the story. So what happened to the servants of these gods?

Mulligan’s solution is simple, terrifying, and highly intriguing: They became insane and became a blight that destroyed entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the current era has still to be revealed, but it seems that when the deities died, the celestial beings became “wild”. They became creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a massive coffin.

It’s not a coincidence that the most compelling celestials in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the place.

The corruption seen in the fourth campaign 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 pride or fixations. They are casualties; another dreadful result of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, no matter how “righteous” that conflict was, the humans who won it may still regret the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the beings that were formerly their protectors, shepherding their souls to safety following death, are currently frightening disasters.

Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, mad creature 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 campaigns, but I still prefer these horrific heavenly beings to the flat {

Tanya Kirk
Tanya Kirk

Elara is a seasoned sports analyst with over a decade of experience in betting strategies and market trends.