Critical Role Campaign 4 Could Have Fixed My Least Favorite D&D Monster

D&D provides a distinctive imaginative arena. Theoretically, it acts as a empty slate where the imagination of Dungeon Masters and players can paint countless scenarios. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, so that a lot of “fresh” content for D&D is a reworking of familiar ideas. At times you encounter things that sound as good as “a classic hit,” other times you cringe like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), the second episode stood out to me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (often called fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “angels” with specific names were featured in Dragon magazine editions 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, initiating a lineage of creatures known as celestial entities that is continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms 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. Famous examples encompass the angel Lumalia and 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.

The mythology of celestials is notably less fleshed out in contrast to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of online research.

It’s understandable that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for angels they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can do with beings that are designed to be divine minions. Certainly, they have independent thought, but their storytelling range is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Redefines Heavenly Beings

To be frank, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the god who created them dies. There is no canonical answer, and each Dungeon Master is able to devise their own spin. Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, one where the gods have all been killed by humans in a massive war that concluded 70 years before the beginning of the story. So what became of the servants of these gods?

Mulligan’s answer is straightforward, horrifying, and highly intriguing: They went crazy and turned into a plague that devastated whole nations. A lot about the history of this world, the divine conflict, and its aftermath in the current era has still to be revealed, but it seems that when the deities died, the celestial beings became “wild”. They became monsters that could annihilate large areas if not contained. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a massive coffin.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War resulted in her being corrupted 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 the dungeon Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the location.

The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are victims; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope the DM 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 link to the hereafter has been cut off, and the creatures that were formerly their guardians, guiding their spirits to security following death, are now terrifying calamities.

Certainly, this may just be a practical method to address the original creator’s initial quandary. It is simple to justify killing an divine being when it’s a shrieking, insane entity with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {

Lisa Brown
Lisa Brown

A passionate writer and life coach who shares insights on personal growth, mindfulness, and finding joy in everyday moments.