The Latest Critical Role Campaign 4 Could Have Fixed The Most Problematic D&D Monster

D&D provides a distinctive imaginative arena. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and players can paint countless scenarios. However, D&D also bears a five-decade history of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this vast landscape of references, so that a lot of “fresh” content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you encounter elements that sound as good as “a classic hit,” other times you wince like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), episode 2 stood out to me because of a truly original interpretation on a traditional D&D creature type: celestials.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (often called fiends) have been included in Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues #12 (February 1978) and #17 (Aug. 1978). These were essentially variations of the angels from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar first appeared, initiating a lineage of beings called celestials that is continues to exist in the most recent version of the role-playing game.

In D&D, celestials are the agents of benevolent gods, made by their creators to act as warriors, commanders, emissaries, liaisons with mortals, 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 support the belief of their deity on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Famous examples include 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.

The mythology of celestials is markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos 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 subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.

It’s not surprising that beings who look like biblical angels went underdeveloped. There are stories that Gary Gygax felt uneasy about giving players stat blocks for angels they could kill in their games, and although celestials were later expanded with a broader spectrum of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can create for beings that are designed to be divine minions. Sure, they have independent thought, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a lot of directions without sacrificing their unique nature.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I get it: Celestials are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be impressive, but they also get cheesy very fast. That general lack of interest means we remain unaware of that much about celestials. For example, we have yet to learn what happens after the deity who made them dies. There is no official explanation, 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 Aramán, one where the deities have all been slain by mortals in a massive war that concluded seven decades prior to the beginning of the campaign. So what happened to the followers of these gods?

Brennan’s solution is simple, horrifying, and very interesting: They became insane and became a plague that destroyed entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that after the deities were slain, the celestials became “wild”. They became monsters that could annihilate entire regions if left unchecked. Viewers caught a sight of how frightening such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial entity held bound in a enormous casket.

It’s not a coincidence that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil. 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 area of the huge labyrinth, gradually yielding to the madness permeating the place.

The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or misled by their own arrogance or obsessions. They are victims; one more dreadful consequence of the War of the Shapers. As the new campaign progresses, it is hoped the DM concentrates on the notion that, no matter how “just” that conflict was, the mortals who emerged victorious may still regret the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the creatures that were formerly their protectors, shepherding their souls to safety following death, are now terrifying calamities.

Certainly, this may just be a convenient way to address the original creator’s initial quandary. It is simple to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Erin Black
Erin Black

A seasoned gambling analyst with over a decade of experience in casino trends and game strategies.