Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster

Dungeons & Dragons offers a unique imaginative arena. In theory, it serves as a empty slate where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this extensive universe of existing content, so that a great deal of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you get things that sound as good as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “All Summer Long.”

Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan really hates the gods!), episode 2 stood out to me because of a highly innovative take on a classic D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “angels” with specific names were featured in the publication Dragon editions 12 (February 1978) and 17 (August 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced new monsters 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 continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to act as soldiers, commanders, emissaries, liaisons with mortals, and in general to inhabit their realms 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 deity on the mortal world. In spite of their close connection with the divine beings, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an hour of wiki reading.

It’s understandable that creatures who look like angels from the Bible went underdeveloped. There are stories that Gary Gygax felt uneasy 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 controversial beginning hindered their growth. There is also a limit to what you can create for beings that are created to be servants of a god. Sure, they have free will, but their storytelling range is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic creatures that can spin in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I understand: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be impressive, but they also become clichéd quickly. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we still don’t know what happens after the deity who created them perishes. There is no official explanation, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, one where the deities have all been slain by humans in a great conflict that concluded seven decades prior to the start of the campaign. So what happened to the followers of these divine beings?

Brennan’s answer is simple, horrifying, and highly intriguing: They became insane and turned into a plague that destroyed whole nations. A lot about the past of Aramán, the divine conflict, and its aftermath in the current era has still to be revealed, but it seems that after the deities died, the celestial beings became “wild”. They became monsters that could annihilate large areas if not contained. The audience got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, nor misled by their own pride or fixations. They are victims; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan focuses on the idea that, no matter how “righteous” that conflict was, the humans who won it may still regret the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, shepherding their souls to security after death, are currently frightening disasters.

Certainly, this may just 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 shrieking, mad entity with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

Joseph Roberts
Joseph Roberts

A seasoned gaming analyst with over a decade of experience in the online casino industry, specializing in slot machine mechanics and player psychology.