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

D&D provides a distinctive creative space. In theory, it acts as a blank canvas where the creativity of Dungeon Masters and participants can craft countless scenarios. Yet, D&D also bears a five-decade history of campaign settings, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds find it difficult to completely free themselves from this extensive landscape of references, so that a lot of “new” material for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you encounter things that sound as good as “a classic hit,” other times you cringe like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now AramĂĄn (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 (Brennan strongly dislikes the deities!), the second episode stood out to me because of a truly original take on a traditional D&D creature type: celestials.

A Brief History of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A few unique “divine messengers” with individual titles appeared in the publication Dragon editions #12 (February 1978) and 17 (August 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, starting a tradition of creatures known as celestial entities that is still present in the latest edition of the game.

In D&D, celestials are the servants of benevolent gods, created by their creators to act as soldiers, leaders, messengers, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Lower Planes and support the belief 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 the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly less fleshed out compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an short time of wiki reading.

It’s not surprising that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of looks and roles, that controversial beginning stunted their development. There’s also only so much what you can do with creatures that are designed to be servants of a god. Sure, they have free will, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Redefines 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 get cheesy quickly. That widespread disinterest implies we still don’t know a great deal about celestials. As an illustration, we still don’t know what occurs after the god who made them perishes. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, a place where the deities have all been slain by mortals in a great conflict that ended 70 years prior to the beginning of the campaign. So what happened to the servants of these divine beings?

Mulligan’s solution is straightforward, horrifying, and very interesting: They became insane and became a plague that destroyed whole nations. A lot 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 after the gods were slain, the celestial beings went “feral”. They transformed into creatures that could annihilate large areas if not contained. The audience caught a sight of how scary such a being can be at the end of episode 2, as Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.

It is no accident that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, 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 obscure Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the insanity infusing the place.

The taint observed in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own pride or obsessions. They are victims; one more dreadful result of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been cut off, and the beings that were formerly their protectors, guiding their spirits to security after death, are currently terrifying calamities.

Sure, this may just be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {

Travis Hurley
Travis Hurley

A seasoned tech journalist and digital strategist with a passion for uncovering emerging trends and simplifying complex topics for readers.