Critical Role Season Four May Have Resolved The Most Problematic Dungeons & Dragons Creature

D&D presents a unique imaginative arena. In theory, it serves as a empty slate where the imagination of DMs and participants can craft countless scenarios. Yet, D&D also bears a 50-year legacy of worlds, creatures, spellcasting rules, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, meaning that a lot of “new” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that sound as good as “a classic hit,” on other occasions you cringe as if hearing “a derivative tune.”

The show Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan really hates the gods!), the second episode stood out to me because of a highly innovative interpretation on a classic D&D creature type: celestials.

A Brief History of Heavenly Beings in D&D

Demons and devils (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with specific names were featured in Dragon magazine editions 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced fresh creatures 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 tradition of beings called celestial entities that is continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestials are the agents of benevolent gods, made by their creators 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 agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of online research.

It’s understandable that beings who look like biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could murder in their games, and even if celestials were subsequently developed with a bigger range of appearances and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for beings that are designed to be servants of a god. Certainly, they have free will, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I get it: Celestials are just not that interesting. Divine champions of good that smite evil in all its forms can be cool, but they also become clichéd quickly. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what happens once the god who made them perishes. There is no official explanation, and every DM is able to come up with their own spin. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the gods have all been killed by humans in a massive war that ended seven decades before the start of the story. So what happened to the servants of these gods?

Mulligan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a blight that destroyed whole nations. A great deal about the past of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that after the deities were slain, the celestial beings went “feral”. They transformed into creatures that could annihilate large areas if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.

It is no accident that the most compelling celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the eternal Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the place.

The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, nor misled by their own pride or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 continues, it is hoped the DM concentrates on the notion that, no matter how “righteous” that conflict was, the mortals who won it may nonetheless lament the outcome. Their realm has been wounded, their link to the hereafter has been cut off, and the beings that were once their protectors, shepherding their souls to safety after death, are currently terrifying calamities.

Sure, this may just be a practical method to address the original creator’s initial quandary. It’s easy to rationalize slaying an angel when it’s a shrieking, mad creature with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s aversion for gods in his stories, but I still prefer these monstrous celestials to the one-dimensional {

Jose Huynh
Jose Huynh

A technology strategist with over a decade of experience in digital innovation and business transformation, passionate about making tech accessible.