Critical Role Season Four May Have Resolved The Most Problematic D&D Monster

D&D presents a unique imaginative arena. In theory, it serves as a empty slate where the creativity of DMs and participants can craft any kind of picture. However, D&D also carries a five-decade history of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive landscape of references, meaning that a lot of “fresh” material for D&D is a reworking of sampled tracks. At times you get things that are as brilliant as “a classic hit,” other times you cringe like when listening to “a derivative tune.”

Critical Role has gotten plenty creative in the past due to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (He really hates the gods!), the second episode impressed me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Celestials in D&D

Fiendish creatures (collectively known as fiends) have been part of Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to appear. A few unique “angels” with individual titles were featured in Dragon magazine editions 12 (February 1978) and #17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar angel made their debut, initiating a lineage of beings called celestials that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, made by their creators to serve as soldiers, commanders, emissaries, intermediaries for humans, and in general 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 god on the mortal world. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an hour of online research.

It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin hindered their growth. There is also a limit to what you can do with creatures that are designed to be servants of a god. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I understand: Celestial beings are just not that interesting. Holy warriors of good that smite evil in every manifestation can be cool, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what happens once the deity who created them dies. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the deities have all been slain by mortals in a massive war that ended 70 years prior to the start of the campaign. So what happened to the followers of these divine beings?

Mulligan’s answer is simple, terrifying, and highly intriguing: They went crazy and turned into a plague that destroyed entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it appears that after the deities were slain, the celestial beings became “wild”. They transformed into monsters that could annihilate large areas if not contained. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a enormous casket.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the location.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, nor led astray by their own arrogance or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan concentrates on the idea that, regardless of how “just” that conflict was, the mortals who won it may still regret the consequences. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to safety following death, are now frightening disasters.

Sure, this might simply be a practical method to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a shrieking, insane entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with the DM’s aversion for divine beings in his campaigns, but I still prefer these monstrous celestials to the flat {

Jaime Vaughn
Jaime Vaughn

A tech enthusiast and content creator passionate about exploring digital innovations and sharing practical insights.