Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons presents a unique creative space. In theory, it acts as a blank canvas where the creativity of DMs and players can craft countless scenarios. However, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, magic systems, established non-player characters, and general lore. Even the best imaginative thinkers struggle to completely free themselves from this extensive landscape of references, so that a lot of “fresh” content for D&D is a reworking of familiar ideas. At times you get things that are as brilliant as “Gangsta’s Paradise,” other times you cringe as if hearing “a derivative tune.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a traditional D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (collectively known as fiends) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A few unique “angels” with specific names appeared in the publication Dragon issues #12 (February 1978) and 17 (August 1978). These were little more than variations of the angels from biblical religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual II. That’s where the deva, the planetar, and the solar angel made their debut, starting a tradition of creatures called celestial entities that is continues to exist in the most recent version of the game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to serve as soldiers, leaders, emissaries, liaisons with mortals, and in general to populate their domains in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the mortal world. In spite of their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to demonic entities. The Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a version of Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of wiki reading.

It’s understandable that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their games, and although celestials were later expanded with a bigger range of looks and purposes, that controversial beginning stunted their development. There’s also only so much what you can do with creatures that are created to be divine minions. Certainly, they have free will, but their narrative potential is limited. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I understand: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also get cheesy quickly. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what happens once the god who made them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own spin. The DM Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the deities have all been killed by mortals in a massive war that ended 70 years before the beginning of the story. So what became of the servants of these divine beings?

Mulligan’s solution is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A great deal about the history of Aramán, the war against the gods, and its aftermath in the present has yet to be disclosed, but it appears that after the gods died, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions if not contained. Viewers got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a enormous casket.

It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose fixation with ending the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar 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 madness infusing the location.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, or misled by their own arrogance or obsessions. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan focuses on the notion that, regardless of how “righteous” that conflict was, the mortals who won it may still regret the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, guiding their spirits to safety following death, are currently terrifying calamities.

Certainly, this may just be a convenient way to address the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, insane creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I still prefer these monstrous celestials to the flat {

David Boyd
David Boyd

A cybersecurity specialist with over a decade of experience in network defense and threat analysis, passionate about sharing practical security solutions.