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

Dungeons & Dragons offers a distinctive creative space. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can craft any kind of picture. Yet, Dungeons & Dragons also bears 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 vast landscape of references, so that a great deal of “fresh” material for D&D is a reworking of familiar ideas. Sometimes you encounter things that are as brilliant as “a classic hit,” on other occasions you cringe 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 Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 impressed me because of a truly original take on a classic D&D creature type: angelic beings.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (often called fiends) have been included in D&D since 1976, but it took a while longer for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues #12 (February 1978) and 17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented fresh creatures that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel made their debut, starting a tradition of creatures called celestials that is still present in the latest edition of the role-playing game.

In Dungeons & Dragons, celestials are the agents of benevolent gods, created by their creators to serve as soldiers, commanders, emissaries, intermediaries for humans, and in general to populate their realms in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the belief of their deity on the Material Plane. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances encompass the angel Lumalia and the fallen 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 markedly underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of wiki reading.

It’s understandable that creatures who look like biblical angels went underdeveloped. There are stories that Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately fickle and chaotic creatures that can spin in a many ways without sacrificing their unique nature.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I get it: Celestial beings are just not that interesting. Holy warriors of good that smite evil in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest means we still don’t know a great deal about celestials. For example, we still don’t know what happens once the god who created them dies. There is no official explanation, and each Dungeon Master is able to devise their own spin. Brennan Lee Mulligan decided to make this question central to the setting of Aramán, one where the deities have all been killed by mortals in a massive war that concluded 70 years prior to the start of the campaign. So what happened to the servants of these divine beings?

Brennan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a blight that destroyed entire countries. A lot about the past of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the deities died, the celestial beings went “feral”. They transformed into creatures that could annihilate entire regions if left unchecked. Viewers caught a sight of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It is no accident that the most interesting celestial beings 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 corrupted by Asmodeus and transformed into an Archdevil. 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 area of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own pride or fixations. They are victims; another terrible consequence of the War of the Shapers. As the new campaign progresses, I hope Mulligan concentrates on the idea that, no matter how “righteous” that conflict was, the humans who won it may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the beings that were formerly their guardians, guiding their spirits to security after death, are now terrifying calamities.

Certainly, this may just be a practical method to solve Gygax’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with multiple fangs, but I also feel very intrigued by this new declination 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 nonetheless favor these monstrous celestials to the one-dimensional {

Jeffery Turner
Jeffery Turner

A seasoned gaming analyst with over a decade of experience in strategy development and player psychology.