Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D offers a unique creative space. In theory, it acts as a empty slate where the imagination of DMs and players can paint countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, meaning that a great deal of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you get elements that sound as good as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the original settings of its first setting (created by Matt Mercer) and now AramĂĄn (the world crafted by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (He really hates the deities!), the second episode impressed me because of a highly innovative interpretation 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 D&D since 1976, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine issues #12 (Feb. 1978) and 17 (Aug. 1978). These were essentially riffs on the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced new monsters that would be included in the 1983 Monster Manual 2. That’s where the deva, the planetar, and the solar angel made their debut, initiating a lineage of beings known as celestials that is continues to exist in the most recent version of the role-playing game.

In D&D, celestial beings are the agents of good-aligned deities, made by their creators to act as soldiers, commanders, messengers, liaisons with mortals, and overall to populate their domains in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and help uphold the faith of their deity on the mortal world. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an short time of online research.

It’s understandable that creatures who resemble angels from the Bible received less attention. There are stories that Gary Gygax felt uneasy about giving players stat blocks for angels they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that controversial beginning hindered their growth. There’s also only so much what you can create for creatures that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, 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 quickly. That widespread disinterest means we remain unaware of that much about celestials. For example, we still don’t know what occurs after the deity who made them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own interpretation. Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, a place where the gods have all been slain by mortals in a great conflict that concluded seven decades before the start of the story. So what became of the followers of these divine beings?

Mulligan’s answer is simple, horrifying, and highly intriguing: They became insane and turned into a blight that devastated whole nations. A lot about the past of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it appears that when the gods died, the celestials became “wild”. They became creatures that could annihilate entire regions if not contained. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket.

It is no accident that the most interesting celestial beings 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 led to her being corrupted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, slowly succumbing to the insanity infusing the location.

The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are casualties; one more terrible consequence of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM focuses on the notion that, regardless of how “just” that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their world has been harmed, their connection to the afterlife has been severed, and the creatures that were once their guardians, shepherding their souls to safety after death, are currently terrifying calamities.

Certainly, this might simply be a convenient way to solve Gygax’s original dilemma. It is simple to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DM’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {

Tara Cortez
Tara Cortez

A passionate mountaineer and travel writer with over a decade of experience exploring Europe's peaks, sharing stories and practical advice.