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

Dungeons & Dragons provides a unique imaginative arena. In theory, it acts as a empty slate where the imagination of Dungeon Masters and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this extensive landscape of references, meaning that a great deal of “fresh” content for Dungeons & Dragons is a reworking of sampled tracks. Sometimes you get elements that sound as good as “a classic hit,” on other occasions you wince as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (created by Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), episode 2 impressed me because of a truly original interpretation on a traditional D&D creature type: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar made their debut, initiating a tradition of beings known as celestials that is continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestials are the agents of benevolent gods, made by their creators to serve as soldiers, commanders, emissaries, intermediaries for humans, and in general to populate their realms in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their close connection with the divine beings, celestials are distinct persons with specific personalities. Famous examples 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.

Celestial lore is markedly underdeveloped compared to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of wiki reading.

It’s understandable that creatures who resemble angels from the Bible went underdeveloped. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are designed to be divine minions. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, I understand: Celestial beings are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we still don’t know what happens once the deity who made them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to make this question central to the world 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 story. So what became of the followers of these gods?

Brennan’s solution is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that devastated whole nations. A great deal about the past of Aramán, the divine conflict, and its consequences in the current era has yet to be disclosed, but it seems that after the gods were slain, the celestials went “feral”. They became creatures that could destroy large areas if left unchecked. Viewers got a glimpse of how scary one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a enormous casket.

It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the place.

The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor led astray by their own pride or obsessions. They are casualties; another dreadful consequence of the War of the Shapers. As the new campaign continues, I hope the DM concentrates on the idea that, no matter how “just” that war was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the beings that were once their guardians, shepherding their souls to security after death, are currently terrifying calamities.

Sure, this may just be a convenient way to address the original creator’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a screaming, insane creature with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Reginald Pena
Reginald Pena

An avid explorer and tech enthusiast, Elara shares insights from her global travels and passion for innovation.