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

Dungeons & Dragons provides a unique imaginative arena. In theory, it acts as a blank canvas where the imagination of DMs and participants can paint countless scenarios. However, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “new” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative take on a classic D&D creature type: angelic beings.

A Brief History of Celestials in D&D

Demons and devils (often called evil outsiders) 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 “divine messengers” with specific names appeared in Dragon magazine editions 12 (February 1978) and #17 (August 1978). These were little more than variations of the celestial figures from biblical religious lore; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in the 1983 Monster Manual 2. That’s where the deva angel, the planetar, and the solar first appeared, starting a lineage of creatures called celestial entities that is continues to exist in the most recent version of the role-playing game.

In D&D, celestial beings are the agents of benevolent gods, created by their masters to serve as soldiers, commanders, messengers, intermediaries for humans, and overall to inhabit their realms in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and support the faith of their deity on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly 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 infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research.

It’s understandable that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their games, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that controversial beginning stunted their development. There’s also only so much what you can create for creatures that are created to be servants of a god. Certainly, they have free will, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re in the end fickle and chaotic creatures that can spin in a many ways without sacrificing their unique nature.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, but they also get cheesy quickly. That widespread disinterest means we still don’t know a great deal about celestials. As an illustration, we have yet to learn what occurs after the god who made them dies. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, one where the gods have all been slain by mortals in a massive war that ended 70 years prior to the beginning of the campaign. So what happened to the followers of these divine beings?

Brennan’s answer is simple, horrifying, and highly intriguing: They became insane and became a blight that destroyed entire countries. A lot about the history of Aramán, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that after the deities were slain, the celestial beings became “wild”. They transformed into creatures that could destroy large areas if left unchecked. The audience caught a sight of how frightening such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity kept chained in a enormous casket.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose obsession with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar who was called forth by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the insanity permeating the place.

The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own arrogance or obsessions. They are casualties; one more dreadful consequence of the War of the Shapers. As the new campaign continues, I hope the DM focuses on the idea that, regardless of how “just” that conflict was, the mortals who won it may still regret the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were once their guardians, shepherding their souls to safety after death, are now frightening disasters.

Sure, this might simply be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythos in D&D. I don’t necessarily agree with the DM’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {

Christian Atkins
Christian Atkins

Maya Chen is a front-end developer and UI designer passionate about creating efficient, accessible web frameworks and sharing insights on modern CSS techniques.