The Latest Critical Role Campaign 4 Could Have Resolved My Least Favorite D&D Monster

D&D offers a distinctive creative space. Theoretically, it acts as a empty slate where the creativity of DMs and players can paint any kind of picture. Yet, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this vast universe of existing content, so that a lot of “fresh” content for D&D is a reworking of familiar ideas. At times you encounter elements that are as brilliant as “a classic hit,” other times you wince like when listening to “All Summer Long.”

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

A Brief History of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been part of D&D since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar angel made their debut, starting a lineage 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 good-aligned deities, made by their masters to act as warriors, leaders, messengers, intermediaries for humans, and overall to inhabit their domains in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and help uphold the faith of their deity on the Material Plane. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting side stories. 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 online research.

It’s not surprising that beings who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy about giving players game statistics for angels they could murder in their sessions, and although celestials were later expanded with a bigger range of looks and purposes, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are created to be servants of a god. Certainly, they have free will, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without sacrificing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I understand: Celestials are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest means we still don’t know a great deal about celestials. For example, we have yet to learn what happens once the deity who made them perishes. There is no official explanation, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question central to the setting of Aramán, a place where the deities have all been slain by mortals in a great conflict that ended 70 years before the start of the campaign. So what happened to the servants of these divine beings?

Mulligan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a plague that devastated entire countries. A lot about the history of Aramán, the divine conflict, and its aftermath in the current era has still to be revealed, but it seems that after the gods were slain, the celestials went “feral”. They transformed into monsters that could destroy entire regions if not contained. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus level 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 did not lose their virtue. They weren’t tricked, nor misled by their own arrogance or fixations. 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 notion that, no matter how “righteous” that conflict was, the mortals who emerged victorious may still regret the consequences. Their world has been wounded, their connection to the afterlife has been severed, and the creatures that were formerly their protectors, shepherding their souls to security following death, are currently terrifying calamities.

Certainly, this may just be a convenient way to solve Gygax’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, mad entity with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythology in D&D. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Cynthia Holmes
Cynthia Holmes

A seasoned web developer and design enthusiast with over a decade of experience in creating user-friendly digital experiences.