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

D&D offers a unique creative space. Theoretically, it acts as a blank canvas where the imagination of DMs and players can craft countless scenarios. However, D&D also bears a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented creative minds find it difficult to entirely detach themselves from this vast universe of existing content, so that a great deal of “fresh” content for D&D is a reworking of familiar ideas. At times you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (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.

The Historical Background of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been included in D&D since 1976, but it required more time for their angelic equivalents to show up. A few unique “angels” with specific names appeared in Dragon magazine issues #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s where the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of creatures called celestial entities that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, made by their creators to act as soldiers, commanders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.

It’s not surprising that beings who resemble angels from the Bible received less attention. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels they could kill in their games, and although celestials were later expanded with a bigger range of appearances and purposes, that problematic origin stunted their development. There is also a limit to what you can create for beings that are created to be divine minions. Sure, they have independent thought, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a lot of directions without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

Honestly, I get it: Celestials are simply not very compelling. Divine champions of good that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest means we still don’t know a great deal about celestials. For example, we still don’t know what happens once the god who made them dies. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, a place where the deities have all been killed by mortals in a massive war that concluded 70 years before the start of the story. So what became of the servants of these divine beings?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that devastated whole nations. A great deal about the history of Aramán, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the deities died, the celestials went “feral”. They transformed into monsters that could destroy large areas if not contained. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a massive coffin.

It is no accident that the most compelling celestials in D&D, narratively, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose fixation with ending the Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity permeating the place.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or obsessions. They are victims; one more dreadful consequence of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the notion that, regardless of how “righteous” that war was, the humans who emerged victorious may still regret the outcome. Their world has been wounded, their link to the hereafter has been severed, and the beings that were once their protectors, shepherding their souls to safety after death, are now frightening disasters.

Certainly, this may just be a practical method to address Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology 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 one-dimensional {

Timothy Howard
Timothy Howard

A tech journalist with over a decade of experience covering consumer electronics and digital innovation, passionate about making tech accessible.