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

Dungeons & Dragons presents a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the creativity of Dungeon Masters and players can paint countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of worlds, creatures, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds struggle to completely free themselves from this extensive universe of existing content, so that a lot of “fresh” material for D&D is a reworking of familiar ideas. At times you get things that sound as good as “a classic hit,” other times you cringe like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), episode 2 impressed me because of a highly innovative interpretation on a classic D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been included in D&D since 1976, but it required more time for their angelic equivalents to show up. A few unique “angels” with specific names appeared in Dragon magazine editions #12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented new monsters that would appear in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar made their debut, starting a lineage of creatures known as celestial entities that is continues to exist in the most recent version of the role-playing game.

In D&D, celestial beings are the servants of benevolent gods, made by their masters to serve as warriors, commanders, messengers, intermediaries for humans, and in general to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are distinct persons with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to fiends. The Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning 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 creatures who resemble angels from the Bible received less attention. Rumor has it that Gary Gygax felt uneasy about giving players game statistics for divine beings they could murder in their sessions, and although celestials were later expanded with a broader spectrum of looks and roles, that controversial beginning stunted their development. There’s also only so much what you can do with creatures that are designed to be divine minions. Sure, they have independent thought, but their storytelling range is limited. In that sense, the antagonists have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without sacrificing their unique nature.

How Critical Role Campaign 4 Reimagines Heavenly Beings

Honestly, I get it: Celestials are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be impressive, but they also become clichéd very fast. That general lack of interest means we still don’t know a great deal about celestials. As an illustration, we have yet to learn what happens after the deity 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 decided to make this question at the heart of the setting of Aramán, one where the gods have all been slain by mortals in a massive war that ended 70 years prior to the start of the story. So what became of the servants of these divine beings?

Brennan’s answer is simple, terrifying, and highly intriguing: They became insane and turned into a plague that destroyed whole nations. A lot about the past of this world, the divine conflict, and its consequences in the present has still to be revealed, but it appears that when the deities were slain, the celestials went “feral”. They became monsters that could destroy large areas if not contained. The audience got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (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 Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the eternal Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, or misled by their own arrogance or obsessions. They are casualties; one more terrible result of the War of the Shapers. As the new campaign continues, I hope Mulligan concentrates on the idea that, no matter how “righteous” that conflict was, the humans who won it may still regret the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the beings that were once their guardians, guiding their spirits to security after death, are now terrifying calamities.

Certainly, this might simply be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an angel when it’s a shrieking, mad entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythos in D&D. I don’t necessarily agree with the DM’s loathing for gods in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {

Walter George
Walter George

A cybersecurity expert with over a decade of experience in IT infrastructure and network monitoring, passionate about helping organizations stay secure.