The Latest Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D presents a unique creative space. Theoretically, it acts as a empty slate where the creativity of DMs and players can paint countless scenarios. However, D&D also bears a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the best creative minds find it difficult to completely free themselves from this vast universe of existing content, meaning that a great deal 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,” on other occasions you wince as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his Dimension 20 work may identify some of his recurring motifs (He really hates the gods!), the second episode impressed me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been included in Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to show up. A few unique “angels” with specific names were featured in Dragon magazine issues #12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” column in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar, and the solar first appeared, starting a tradition of beings called celestial entities that is still present in the latest edition of the role-playing game.

In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their masters to serve as soldiers, leaders, messengers, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the mortal world. Despite their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research.

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 angels they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There’s also only so much what you can create for beings that are designed to be servants of a god. Sure, they have free will, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic creatures that can spin in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Celestials

Honestly, I get it: Celestials are just not that interesting. Holy warriors of virtue that strike down wickedness in all its forms can be impressive, but they also become clichéd very fast. That widespread disinterest means we still don’t know that much about celestials. As an illustration, we have yet to learn what occurs after the god who made them dies. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, one where the gods have all been killed by mortals in a massive war that concluded 70 years before the start of the story. So what happened to the servants of these gods?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They became insane and became a blight that destroyed entire countries. A lot about the past of this world, 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 became “wild”. They became monsters that could destroy large areas if not contained. The audience caught a sight of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a enormous casket.

It’s not a coincidence that the most compelling celestials in D&D, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was called forth by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the location.

The taint observed in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own pride or fixations. They are victims; one more dreadful consequence of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, regardless of how “just” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, guiding their spirits to safety after death, are now terrifying calamities.

Sure, this might simply be a practical method to address Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

April Campbell
April Campbell

An avid hiker and writer who blends nature exploration with poetic storytelling.