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

Dungeons & Dragons presents a unique creative space. In theory, it serves as a blank canvas where the creativity of DMs and participants can craft any kind of picture. Yet, D&D also bears a 50-year legacy of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this extensive landscape of references, so that a lot of “new” material for D&D is a reiteration of familiar ideas. At times you encounter things that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “All Summer Long.”

Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (designed by the DM Matt Mercer) and now AramĂĄn (the setting created by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the gods!), the second episode stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called fiends) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names appeared in the publication Dragon issues 12 (February 1978) and #17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual 2. That’s where the deva, the planetar angel, and the solar first appeared, initiating a lineage of creatures called celestials that is still present in the most recent version of the game.

In D&D, celestial beings are the servants of good-aligned deities, made by their masters to act as warriors, commanders, emissaries, intermediaries for humans, and overall to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and help uphold the belief of their god on the Material Plane. In spite of their close connection with the divine beings, celestials are distinct persons with individual traits. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out compared to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an short time of online research.

It’s not surprising that beings who resemble biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could kill in their sessions, and although celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are designed to be servants of a god. Certainly, they have free will, but their narrative potential is limited. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic entities that can spin in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

Honestly, I understand: Celestials are just not that interesting. Holy warriors of virtue that smite evil in every manifestation can be cool, but they also become clichéd very fast. That general lack of interest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the god who created them perishes. There is no canonical answer, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramån, a place where the deities have all been slain by mortals in a massive war that concluded seven decades before the beginning of the campaign. So what became of the servants of these gods?

Brennan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A lot about the past of this world, the divine conflict, and its consequences in the current era has still to be revealed, but it appears that when the gods died, the celestial beings went “feral”. They transformed into creatures that could destroy entire regions 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 “ancestor,” a terrifying celestial entity held bound in a enormous casket.

It is no accident that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They weren’t tricked, nor misled by their own pride or fixations. They are casualties; one more dreadful consequence of the Shapers’ War. As the new campaign continues, I hope Mulligan focuses on the notion that, no matter how “righteous” that war was, the humans who won it may nonetheless lament the consequences. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to safety following death, are currently frightening disasters.

Sure, this might simply be a practical method to solve the original creator’s original dilemma. It is simple to rationalize slaying an divine being when it’s a shrieking, insane creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I still prefer these monstrous celestials to the one-dimensional {

Patricia Sandoval
Patricia Sandoval

A tech enthusiast and lifestyle writer passionate about sharing insights on digital trends and everyday living.