Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster

D&D offers a distinctive creative space. Theoretically, it serves as a empty slate where the imagination of DMs and players can craft countless scenarios. However, Dungeons & Dragons also carries a five-decade history of worlds, monsters, magic systems, established non-player characters, and general lore. Even the best creative minds find it difficult to completely free themselves from this extensive universe of existing content, meaning that a lot of “fresh” material for D&D is a reiteration of familiar ideas. Sometimes you get elements that are as brilliant as “a classic hit,” other times you cringe like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), the second episode impressed me because of a highly innovative interpretation on a classic D&D creature type: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been part of D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from biblical religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” column in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel made their debut, initiating a tradition of beings called celestials that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, made by their creators to serve as soldiers, 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 support the faith of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading.

It’s understandable that beings who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers stat blocks for divine beings they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can create for beings that are designed to be divine minions. Sure, they have free will, but their storytelling range is restricted. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

Honestly, I understand: Celestials are just not that interesting. Divine champions of good that smite evil in all its forms can be cool, but they also get cheesy very fast. That general lack of interest implies we still don’t know that much about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no canonical answer, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the deities have all been slain by mortals in a great conflict that ended seven decades prior to the beginning of the campaign. So what happened to the servants of these divine beings?

Mulligan’s answer is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A great deal about the past of Aramán, the divine conflict, and its aftermath in the current era has still to be revealed, but it appears that after the gods died, the celestial beings became “wild”. They transformed into monsters that could destroy entire regions if not contained. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (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, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with ending the eternal Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was summoned by a cleric inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the insanity infusing the place.

The taint observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or fixations. They are victims; another terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope the DM focuses 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 link to the hereafter has been cut off, and the beings that were once their protectors, shepherding their souls to security after death, are currently terrifying calamities.

Certainly, this may just be a practical method to solve Gygax’s initial quandary. It’s easy 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 mythology in D&D. I don’t necessarily agree with the DM’s aversion for divine beings in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Heather Graham
Heather Graham

Elara is a passionate writer and storyteller with a love for poetry and fiction, sharing her journey to inspire others.