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

Dungeons & Dragons provides a unique creative space. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and participants can craft countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of worlds, monsters, spellcasting rules, well-known NPCs, and general lore. Even the most talented creative minds struggle to completely free themselves from this vast universe of existing content, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “a derivative tune.”

The show Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the deities!), episode 2 impressed me because of a truly original take on a traditional D&D creature type: celestials.

The Historical Background 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 few unique “divine messengers” with specific names appeared in Dragon magazine editions 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would appear in the 1983 Monster Manual 2. That’s where the deva, the planetar angel, and the solar angel first appeared, initiating a lineage of creatures called celestials that is continues to exist in the latest edition of the role-playing game.

In D&D, celestials are the agents of benevolent gods, made by their creators to act as soldiers, leaders, messengers, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the faith of their deity on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research.

It’s understandable that beings who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a bigger range of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are created to be servants of a god. Sure, they have independent thought, but their narrative potential is limited. In that sense, the antagonists have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I get it: Celestials are just not that interesting. Holy warriors of virtue 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 after the deity who created 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 at the heart of the world of Aramán, one where the deities have all been killed by humans in a massive war that concluded seven decades before the beginning of the story. So what happened to the followers of these divine beings?

Brennan’s solution is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that devastated entire countries. A lot about the past of this world, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it appears that when the gods were slain, the celestial beings became “wild”. They became creatures that could destroy 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 (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity 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. The angel Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the location.

The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or obsessions. They are victims; another terrible consequence of the War of the Shapers. As the new campaign continues, I hope Mulligan concentrates on the notion that, no matter how “just” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their link to the hereafter has been severed, and the beings that were once their protectors, shepherding their souls to safety after death, are currently frightening disasters.

Certainly, this may just be a convenient way to solve Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane entity with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythos in D&D. I am not entirely in accord with Brennan’s aversion for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Nathan Potts
Nathan Potts

A luxury lifestyle expert with over a decade of experience in high-end fashion and travel, sharing exclusive insights and sophisticated trends.