The Latest Critical Role Season Four Could Have Fixed My Least Favorite D&D Monster

D&D presents a unique imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and players can paint countless scenarios. Yet, D&D also bears a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “fresh” material for D&D is a reworking of familiar ideas. Sometimes you get things that sound as good as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (He 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.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been part of D&D since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “angels” with individual titles appeared in the publication Dragon editions #12 (February 1978) and #17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of creatures known as celestial entities 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 act as warriors, commanders, messengers, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are champions of good 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 gods, celestials are distinct persons with individual traits. Well-known instances include 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.

Celestial lore is markedly less fleshed out compared to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of wiki reading.

It’s not surprising that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players game statistics for angels they could kill in their games, and even if celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning hindered their growth. There is also a limit to what you can create for creatures that are created to be servants of a god. Sure, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic creatures that can evolve in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

Honestly, I understand: Celestials are just not that interesting. Holy warriors of good that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what occurs after the deity who made them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the deities have all been slain by humans in a massive war that concluded seven decades prior to the start of the campaign. So what happened to the followers of these gods?

Brennan’s solution is straightforward, terrifying, and very interesting: They went crazy and became a blight that destroyed whole nations. A great deal about the history of this world, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the gods died, the celestial beings became “wild”. They became monsters that could annihilate entire regions if not contained. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most interesting celestial beings in D&D, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the location.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or misled by their own arrogance or fixations. They are victims; another dreadful consequence of the War of the Shapers. As the new campaign continues, it is hoped the DM concentrates on the notion that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been severed, and the beings that were formerly their protectors, shepherding their souls to security following death, are now frightening disasters.

Sure, this might simply be a convenient way to address Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, insane creature with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

Deanna Moore DVM
Deanna Moore DVM

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot mechanics and player strategies.