The Latest Critical Role Campaign 4 Could Have Fixed The Most Problematic D&D Monster

Dungeons & Dragons provides a distinctive creative space. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. However, D&D also carries a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to entirely detach themselves from this vast universe of existing content, so that a lot of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you encounter elements that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), 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 Heavenly Beings in D&D

Fiendish creatures (collectively known as evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A few unique “angels” with specific names were featured in the publication Dragon editions #12 (February 1978) and #17 (August 1978). These were essentially riffs on the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” article in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar, and the solar angel first appeared, starting a lineage of beings called celestials that is still present in the latest edition of the game.

In D&D, celestial beings are the agents of good-aligned deities, created by their creators to serve as soldiers, leaders, emissaries, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and support the belief of their deity on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass Lumalia and the fallen 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 markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an short time of online research.

It’s not surprising that creatures who look like angels from the Bible went underdeveloped. There are stories that Gygax felt uneasy about providing gamers stat blocks for angels they could kill in their games, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Sure, they have free will, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I get it: Celestials are just not that interesting. Divine champions of virtue that smite evil in every manifestation can be cool, but they also become clichéd quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs once the god who made them perishes. There is no official explanation, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan chose to make this question central to the world of Aramán, a place where the deities have all been killed by mortals in a great conflict that concluded seven decades prior to the start of the story. So what became of the servants of these divine beings?

Mulligan’s answer is simple, horrifying, and very interesting: They became insane and turned into a blight that devastated entire countries. A great deal about the past of Aramán, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it appears that after the deities died, the celestials became “wild”. They became creatures that could annihilate entire regions if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known 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, gradually yielding to the insanity infusing the place.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They weren’t tricked, nor led astray by their own pride or fixations. They are casualties; another terrible consequence of the Shapers’ War. As Campaign 4 continues, it is hoped Mulligan concentrates on the idea that, regardless of how “just” that war was, the humans who won it may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, shepherding their souls to security following death, are now terrifying calamities.

Certainly, this might simply be a practical method to address the original creator’s original dilemma. It is simple to rationalize slaying an divine being when it’s a shrieking, insane creature with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with Brennan’s aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {

Karen Caldwell
Karen Caldwell

Renewable energy consultant and green tech writer with over a decade of experience in sustainable development projects across Europe.