The Latest Critical Role Season Four Could Have Fixed The Most Problematic Dungeons & Dragons Creature

D&D presents a unique creative space. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and participants can craft any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the best imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, so that a lot of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that are as brilliant as “Gangsta’s Paradise,” other times you wince like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 impressed me because of a highly innovative take on a classic Dungeons & Dragons monster category: celestials.

The Historical Background of Celestials in D&D

Fiendish creatures (often called fiends) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with specific names were featured in Dragon magazine editions 12 (Feb. 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva angel, the planetar, and the solar first appeared, starting a tradition of creatures called celestial entities that is continues to exist in the most recent version of the role-playing game.

In D&D, celestials are the servants of benevolent gods, created by their masters to act as warriors, leaders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle 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 specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an short time of wiki reading.

It’s understandable that beings who resemble biblical angels went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their sessions, and even if celestials were later expanded with a bigger range of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be servants of a god. Certainly, they have free will, but their narrative potential is limited. In that sense, the antagonists have much more freedom: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I understand: Celestials are just not that interesting. Holy warriors of virtue that smite evil in all its forms can be impressive, but they also become clichéd very fast. That widespread disinterest means we still don’t know a great deal about celestials. For example, we have yet to learn what happens after the god who made them dies. There is no official explanation, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, a place where the gods have all been slain by mortals in a massive war that concluded seven decades prior to the start of the story. So what became of the followers of these divine beings?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a blight that devastated entire countries. A lot about the history of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that after the gods were slain, the celestial beings went “feral”. They became monsters that could destroy large areas if left unchecked. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity held bound in a enormous casket.

It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose fixation with ending the eternal Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the location.

The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestial beings did not lose their virtue. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; one more terrible result of the Shapers’ War. As the new campaign progresses, it is hoped Mulligan concentrates on the idea that, no matter how “righteous” that war was, the mortals who emerged victorious may still regret the consequences. Their world has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their guardians, guiding their spirits to safety after death, are now frightening disasters.

Sure, this might simply be a convenient way to solve the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, mad entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

Debra Simmons
Debra Simmons

Maya Chen is a sustainability consultant with over a decade of experience in green technology and corporate environmental strategies.