Critical Role Season Four Could Have Fixed My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons provides a distinctive imaginative arena. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and players can paint countless scenarios. Yet, D&D also carries a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “new” content for D&D is a reiteration of familiar ideas. Sometimes you get things that sound as good as “a classic hit,” other times you cringe as if hearing “All Summer Long.”

Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the gods!), episode 2 stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in D&D

Demons and devils (collectively known as evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “angels” with individual titles were featured in the publication Dragon issues #12 (Feb. 1978) and 17 (August 1978). These were little more than variations of the angels 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 magazine, where he introduced fresh creatures that would be included in the 1983 Monster Manual II. That’s where the deva, the planetar angel, and the solar first appeared, starting a lineage of creatures called celestials that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to serve as soldiers, leaders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their god on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with individual traits. Well-known instances include Lumalia and Zariel from the Forgotten Realms setting, the 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 99 layers 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 greater violence and more interesting subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.

It’s understandable that beings who look like biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that controversial beginning stunted their development. There’s also only so much what you can create for creatures 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 much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I understand: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That general lack of interest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the deity who made them dies. There is no canonical answer, and each Dungeon Master 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 gods have all been killed by humans in a great conflict that ended 70 years prior to the start of the campaign. So what became of the servants of these divine beings?

Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a plague that devastated entire countries. A great deal about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that after the deities died, the celestial beings became “wild”. They became creatures that could annihilate large areas if not contained. The audience caught a sight of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus area of the massive dungeon, slowly succumbing to the insanity permeating the location.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own arrogance or fixations. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 continues, it is hoped the DM concentrates on the notion that, no matter how “righteous” that conflict was, the mortals who emerged victorious may still regret the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are currently frightening disasters.

Sure, this may just be a practical method to address Gygax’s original dilemma. It is simple to rationalize slaying an divine being when it’s a shrieking, mad entity with multiple fangs, but I am also very intrigued by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s loathing for divine beings in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {

Peter Allen
Peter Allen

A tech enthusiast and hardware reviewer specializing in storage solutions and system performance optimization.