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

Dungeons & Dragons presents a distinctive creative space. Theoretically, it acts as a blank canvas where the creativity of Dungeon Masters and players can craft countless scenarios. Yet, Dungeons & Dragons also bears a five-decade history of campaign settings, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a great deal of “new” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that sound as good as “a classic hit,” on other occasions you wince like when listening to “All Summer Long.”

The show Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the gods!), episode 2 stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: celestials.

The Historical Background of Celestials in D&D

Fiendish creatures (often called 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 “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 religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced 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, starting a tradition of beings called celestial entities that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to serve as soldiers, commanders, messengers, intermediaries for humans, 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 belief of their god on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to fiends. The Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading.

It’s not surprising that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax felt uneasy about giving players game statistics for divine beings they could murder in their games, and even if celestials were later expanded with a broader spectrum of looks and purposes, 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 established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of good that strike down wickedness in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest means we still don’t know that much about celestials. For example, we still don’t know what occurs once the deity who made them perishes. There is no official explanation, and every DM is able to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the deities have all been killed by mortals in a great conflict that concluded seven decades prior to the beginning of the story. So what became of the servants of these gods?

Brennan’s answer is straightforward, terrifying, and very interesting: They went crazy and turned into a blight that destroyed entire countries. A lot about the past of Aramán, the war against the gods, and its aftermath in the current era has still to be revealed, but it seems that when the deities were slain, the celestials went “feral”. They transformed into creatures that could destroy entire regions if not contained. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.

It is no accident that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the location.

The taint observed in the fourth campaign of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, nor led astray by their own pride or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped the DM focuses on the idea that, no matter how “just” that war was, the mortals who won it may nonetheless lament the outcome. Their realm has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, shepherding their souls to safety following death, are currently terrifying calamities.

Sure, this may just be a practical method to address the original creator’s initial quandary. It’s easy to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I also feel highly fascinated by this new declination 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 still prefer these horrific heavenly beings to the one-dimensional {

Dr. Alexis Li
Dr. Alexis Li

A seasoned plumbing specialist with over 15 years of experience in residential and commercial heating systems, dedicated to quality service.