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

Dungeons & Dragons provides a distinctive imaginative arena. In theory, it serves as a blank canvas where the imagination of DMs and participants 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 creative minds struggle to completely free themselves from this vast landscape of references, so that a lot of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “a derivative tune.”

Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (He really hates the deities!), the second episode stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (often called evil outsiders) have been part of D&D since 1976, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with individual titles appeared in Dragon magazine issues #12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar angel, and the solar angel made their debut, initiating a lineage of beings called celestials that is continues to exist in the latest edition of the role-playing game.

In D&D, celestial beings are the agents of good-aligned deities, made by their masters to serve as soldiers, leaders, emissaries, liaisons with mortals, and in general to populate their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and help uphold the belief of their deity on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game 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 expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an short time of online research.

It’s not surprising that beings who look like angels from the Bible received less attention. Rumor has it that Gygax felt uneasy about providing gamers stat blocks for angels they could kill in their games, and even if celestials were later expanded with a broader spectrum of looks and purposes, that problematic origin hindered their growth. There’s also only so much what you can do with creatures that are created to be divine minions. Sure, they have free will, but their narrative potential is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I get it: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in all its forms can be cool, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what occurs once the god who made them perishes. There is no official explanation, and each Dungeon Master is free to devise their own spin. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, a place where the gods have all been killed by mortals in a great conflict that concluded 70 years prior to the start of the campaign. So what became of the servants of these gods?

Mulligan’s answer is simple, horrifying, and highly intriguing: They became insane and turned into a plague that devastated entire countries. A great deal about the history of this world, the war against the gods, and its consequences in the present has yet to be disclosed, but it appears that when the gods died, the celestial beings became “wild”. They transformed into creatures that could annihilate entire regions if not contained. The audience caught a sight of how frightening such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the insanity permeating the place.

The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or fixations. They are victims; another dreadful result of the Shapers’ War. As the new campaign progresses, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their connection to the afterlife has been cut off, and the beings that were formerly their guardians, shepherding their souls to security following death, are currently terrifying calamities.

Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the flat {

Alyssa Frey
Alyssa Frey

Elara Vance is a seasoned gambling analyst with over a decade of experience in online casino reviews and strategy development.