Critical Role Season Four May Have Resolved My Least Favorite Dungeons & Dragons Creature

D&D provides a distinctive creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and participants can paint any kind of picture. However, D&D also carries a five-decade history of campaign settings, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this extensive landscape of references, meaning that a great deal of “new” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “Gangsta’s Paradise,” other times you wince as if hearing “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the gods!), episode 2 impressed me because of a highly innovative take on a traditional D&D creature type: celestials.

The Historical Background of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as fiends) have been included in D&D since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced new monsters that would appear in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar angel first appeared, starting a tradition of beings called celestial entities that is continues to exist in the latest edition of the game.

In D&D, celestial beings are the servants of benevolent gods, made by their creators to act as warriors, commanders, messengers, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out in contrast to fiends. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.

It’s understandable that creatures who look like angels from the Bible received less attention. There are stories that Gygax was uncomfortable about giving players stat blocks for divine beings they could kill in their sessions, and even if celestials were later expanded with a broader spectrum of looks and roles, that controversial beginning hindered their growth. There is also a limit to what you can do with beings that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have established masters (Lords of Demons, Archdevils, and etc.) 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 Redefines Celestials

To be frank, I get it: Celestial beings 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 have yet to learn what occurs after the god who made them perishes. There is no canonical answer, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue central to the world of Aramán, one where the gods have all been killed by mortals in a massive war that concluded seven decades before the start of the story. So what became of the followers of these divine beings?

Mulligan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a plague that devastated entire countries. A lot about the history of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that when the gods were slain, the celestial beings became “wild”. They became creatures that could destroy entire regions if not contained. The audience caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a enormous casket.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the location.

The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own arrogance or fixations. They are victims; another dreadful consequence of the Shapers’ War. As Campaign 4 progresses, I hope the DM focuses on the notion that, no matter how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were once their protectors, guiding their spirits to security after death, are currently terrifying calamities.

Sure, this may just be a convenient way to solve Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Jessica Adams
Jessica Adams

Lena is a tech journalist and AI researcher with over a decade of experience in covering emerging technologies and their societal impacts.