The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D provides a unique creative space. In theory, it acts as a blank canvas where the creativity of DMs and players can craft countless scenarios. Yet, Dungeons & Dragons also carries a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the best imaginative thinkers find it difficult to entirely detach themselves from this extensive landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reworking of familiar ideas. At times you get things that are as brilliant as “a classic hit,” other times you wince like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), the second episode stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

The Historical Background of Celestials in D&D

Fiendish creatures (collectively known as fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “angels” with individual titles were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar angel made their debut, starting a tradition of beings known as celestial entities that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to act as warriors, commanders, emissaries, intermediaries for humans, and in general to populate their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the Material Plane. Despite their close connection with the gods, celestials are unique individuals with individual traits. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting side stories. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research.

It’s not surprising that beings who look like angels from the Bible went underdeveloped. There are stories that Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their sessions, and even if celestials were later expanded with a bigger range of looks and purposes, that controversial beginning stunted their development. There’s also only so much what you can do with beings that are created to be servants of a god. Sure, they have free will, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Heavenly Beings

Honestly, I understand: Celestial beings are just not that interesting. Holy warriors of good that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That general lack of interest implies we still don’t know that much about celestials. For example, we still don’t know what happens after the deity who made them perishes. There is no canonical answer, and every DM is free to devise their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, a place where the deities have all been killed by humans in a great conflict that concluded seven decades before the start of the story. So what happened to the servants of these divine beings?

Brennan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that destroyed entire countries. A great deal about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that when the deities were slain, the celestial beings went “feral”. They transformed into creatures that could destroy entire regions if not contained. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a massive coffin.

It is no accident that the most interesting celestials in D&D, narratively, are those who have fallen from grace. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a cleric inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the location.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, or led astray by their own arrogance or obsessions. They are victims; another dreadful consequence of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM concentrates on the notion that, no matter how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been severed, and the creatures that were once their guardians, shepherding their souls to safety following death, are now frightening disasters.

Sure, this may just be a practical method to address the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I don’t necessarily agree with the DM’s loathing for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {

Lori Dickson
Lori Dickson

Aerospace engineer and space enthusiast with over a decade of experience in satellite systems and orbital mechanics.