The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster

D&D offers 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 worlds, creatures, magic systems, well-known NPCs, and general lore. Even the best creative minds find it difficult to completely free themselves from this vast universe of existing content, meaning that a great deal of “new” material for D&D is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “a derivative tune.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), the second episode stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in D&D

Demons and devils (collectively known as evil outsiders) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A few unique “divine messengers” with individual titles appeared in the publication Dragon editions #12 (Feb. 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar angel made their debut, starting a tradition of beings known as celestials that is still present 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, emissaries, intermediaries for humans, and in general to populate their domains in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out compared to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the mysterious 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 received less attention. There are stories that Gary Gygax felt uneasy about giving players game statistics for angels they could kill in their sessions, and although celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are designed to be servants of a god. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Redefines Heavenly Beings

Honestly, I get it: Celestials are simply not very compelling. 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 means we remain unaware of that much about celestials. For example, we still don’t know what happens once the deity who created them perishes. There is no canonical answer, and each Dungeon Master is able to devise their own interpretation. Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded seven decades before the start of the story. So what became of the followers of these gods?

Mulligan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a blight that destroyed whole nations. A lot about the past 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 gods were slain, the celestial beings went “feral”. They became creatures that could annihilate entire regions if not contained. The audience caught a sight of how frightening such a being can be at the end of episode 2, 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 compelling celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar angel who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the madness permeating the place.

The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own pride or obsessions. They are victims; one more dreadful result of the Shapers’ War. As Campaign 4 progresses, it is hoped Mulligan focuses on the idea that, regardless of how “just” that war 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 creatures that were formerly their protectors, guiding their spirits to safety after death, are currently frightening disasters.

Certainly, this might simply be a convenient way to address the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, mad entity with multiple fangs, but I am also very intrigued by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with the DM’s loathing for gods in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Anna Weaver
Anna Weaver

A gaming industry expert and community manager with over a decade of experience in curating immersive entertainment experiences.