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

D&D presents a unique creative space. Theoretically, it acts as a empty slate where the creativity of DMs and players can craft any kind of picture. However, D&D also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the best creative minds struggle to completely free themselves from this vast universe of existing content, so that a lot of “fresh” content for D&D is a reiteration of familiar ideas. At times you get things that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (He really hates the deities!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

The Historical Background of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as fiends) have been part of D&D 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 Dragon magazine issues #12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from biblical religious lore; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced new monsters that would appear in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar first appeared, starting a tradition of creatures known as celestials that is continues to exist in the latest edition of the role-playing game.

In Dungeons & Dragons, celestial beings are the servants of benevolent gods, created by their masters to act as warriors, commanders, messengers, liaisons with mortals, and in general to inhabit their realms in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with individual traits. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an short time of wiki reading.

It’s not surprising that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players stat blocks for angels they could kill in their games, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can do with creatures that are created to be divine minions. Sure, they have free will, but their narrative potential is limited. From that perspective, the antagonists have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I understand: Celestials are just not that interesting. Divine champions of virtue that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs after the deity who made them perishes. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, one where the deities have all been killed by mortals in a great conflict that ended 70 years prior to the start of the campaign. So what happened to the servants of these divine beings?

Mulligan’s answer is simple, terrifying, and highly intriguing: They became insane and became a blight that destroyed whole nations. A great deal about the history of this world, the divine conflict, and its consequences in the present has still to be revealed, but it seems that after the gods were slain, the celestials became “wild”. They transformed into creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound 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 obsession with concluding the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the place.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor misled by their own arrogance or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, no matter how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, guiding their spirits to security following death, are currently frightening disasters.

Sure, this might simply be a practical method to address the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Brian Valdez
Brian Valdez

Wildlife biologist and sloth conservation advocate with over a decade of field research in Central and South American rainforests.