The Latest Critical Role Season Four May Have Fixed The Most Problematic D&D Monster

D&D offers a unique creative space. In theory, it acts as a empty slate where the creativity of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also carries a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and general lore. Even the best imaginative thinkers find it difficult to completely free themselves from this extensive landscape of references, so that a great deal of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the original settings of its first setting (created by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (He strongly dislikes the gods!), the second episode impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in D&D

Demons and devils (collectively known as fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A handful of distinct “divine messengers” with individual titles appeared in Dragon magazine editions 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented fresh creatures that would appear in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of beings known as celestial entities that is still present in the most recent version of the game.

In D&D, celestial beings are the servants of benevolent gods, created by their masters to serve as warriors, leaders, emissaries, liaisons with mortals, and in general to inhabit their domains in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and help uphold the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version 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 celestials can be gathered in an hour of wiki reading.

It’s not surprising that beings who resemble biblical angels received less attention. Rumor has it that Gygax felt uneasy about giving players game statistics for divine beings they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without sacrificing their distinct identity.

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 smite evil in every manifestation can be impressive, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs after the god who created them perishes. There is no canonical answer, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the deities have all been slain by mortals in a massive war that ended seven decades prior to the beginning of the campaign. So what became of the followers of these divine beings?

Mulligan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A lot about the history of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it seems that after the gods died, the celestial beings went “feral”. They transformed into monsters that could destroy large areas if left unchecked. Viewers got a glimpse of how frightening such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial held bound in a enormous casket.

It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the insanity infusing the location.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own pride or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign continues, I hope Mulligan concentrates on the idea that, regardless of how “just” that war was, the mortals who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were once their guardians, guiding their spirits to security following death, are now terrifying calamities.

Certainly, this might simply be a convenient way to address the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, mad creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with the DM’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Brian Tate
Brian Tate

Film critic and industry analyst with a passion for uncovering cinematic trends and storytelling techniques.