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

Dungeons & Dragons provides a distinctive imaginative arena. In theory, it serves as a blank canvas where the creativity of DMs and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “new” material for Dungeons & Dragons is a reworking of sampled tracks. Sometimes you get things that sound as good as “a classic hit,” other times you wince like when listening to “All Summer Long.”

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

A Brief History of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “divine messengers” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual 2. That’s where the deva, the planetar, and the solar first appeared, starting a tradition of creatures called celestials that is still present in the most recent version of the game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to act as warriors, commanders, messengers, liaisons with mortals, and overall to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the Material Plane. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to fiends. The Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.

It’s understandable that beings who look like angels from the Bible received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their sessions, and although celestials were later expanded with a bigger range of looks and purposes, that controversial beginning stunted their development. There is also a limit to what you can do with creatures that are created to be divine minions. Certainly, they have free will, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end fickle and chaotic entities that can evolve in a many ways without sacrificing their unique nature.

How Critical Role Campaign 4 Reimagines Heavenly Beings

To be frank, I understand: Celestials are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also get cheesy very fast. That general lack of interest means we remain unaware of a great deal about celestials. For example, we have yet to learn what happens after the god who created them dies. There is no official explanation, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the deities have all been slain by humans in a massive war that ended 70 years prior to the start of the campaign. So what became of the servants of these divine beings?

Brennan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a plague that devastated whole nations. A lot about the past of this world, the divine conflict, and its consequences in the present has yet to be disclosed, but it appears that after the gods were slain, the celestial beings became “wild”. They became creatures that could destroy large areas if not contained. 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 “ancestor,” a fearsome celestial kept chained in a enormous casket.

It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity permeating the location.

The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, or 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 notion that, regardless of how “just” that war was, the humans who emerged victorious may still regret the consequences. Their world has been wounded, their link to the hereafter has been cut off, and the creatures that were once their guardians, shepherding their souls to security following death, are currently terrifying calamities.

Certainly, this may just be a practical method to solve Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane entity with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I still prefer these monstrous celestials to the one-dimensional {

Hayley Coleman
Hayley Coleman

A digital strategist with over a decade of experience in social media marketing, specializing in video content creation and audience growth.