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

D&D presents a distinctive imaginative arena. In theory, it acts as a blank canvas where the creativity of DMs and participants can craft any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of worlds, monsters, spellcasting rules, well-known NPCs, and general lore. Even the best creative minds find it difficult to entirely detach themselves from this extensive universe of existing content, meaning that a lot of “new” material for D&D is a reiteration of sampled tracks. Sometimes you get elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (He really hates the gods!), episode 2 impressed me because of a truly original interpretation on a classic D&D creature type: angelic beings.

A Brief History of Celestials in D&D

Fiendish creatures (collectively known as evil outsiders) have been included in D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “angels” with individual titles were featured in Dragon magazine issues #12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar made their debut, starting a tradition of beings known as celestial entities that is still present in the latest edition of the role-playing game.

In D&D, celestial beings are the servants of benevolent gods, created by their masters to serve as warriors, commanders, emissaries, intermediaries for humans, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.

It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about giving players game statistics for divine beings they could murder in their games, and although celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are designed to be servants of a god. Certainly, they have independent thought, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Heavenly Beings

To be frank, I get it: Celestials are simply not very compelling. Holy warriors of virtue that smite evil in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we still don’t know what happens after the god who created them perishes. There is no canonical answer, and every DM is able to devise their own interpretation. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, a place where the gods have all been slain by mortals in a great conflict that ended 70 years before the start of the campaign. So what became of the followers of these divine beings?

Mulligan’s solution is straightforward, terrifying, and highly intriguing: They became insane and turned into a blight that destroyed whole nations. A lot about the history of Aramán, the war against the gods, and its consequences in the present has yet to be disclosed, but it seems that when the deities died, the celestial beings went “feral”. They became creatures that could annihilate large areas if left unchecked. The audience caught a sight of how frightening such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the place.

The corruption 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 misled by their own pride or fixations. They are casualties; one more dreadful result of the War of the Shapers. As Campaign 4 progresses, I hope the DM focuses on the notion that, regardless of how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were formerly their protectors, guiding their spirits to safety following death, are now terrifying calamities.

Certainly, this might simply be a convenient way to address Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I don’t necessarily agree with Brennan’s aversion for gods in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {

Joshua Walker
Joshua Walker

Tech analyst and writer with over a decade of experience in digital transformation and emerging technologies.