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

D&D offers a unique imaginative arena. In theory, it serves as a empty slate where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this vast universe of existing content, so that a lot of “new” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you get things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”

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

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been included in Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names appeared in Dragon magazine editions 12 (February 1978) and #17 (Aug. 1978). These were essentially riffs on the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s where the deva, the planetar, and the solar angel first appeared, initiating a tradition of creatures called celestial entities that is continues to exist in the latest edition of the game.

In D&D, celestials are the agents of good-aligned deities, made by their creators to serve as soldiers, leaders, messengers, liaisons with mortals, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the Material Plane. Despite their close connection with the divine beings, celestials are distinct persons with specific personalities. Famous examples encompass Lumalia and 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 notably less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of wiki reading.

It’s not surprising that beings who resemble angels from the Bible received less attention. There are stories that Gygax felt uneasy about giving players stat blocks for angels they could kill in their sessions, and even if celestials were later expanded with a bigger range of appearances and purposes, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are created to be servants of a god. Certainly, they have free will, but their narrative potential 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 in the end fickle and chaotic creatures that can spin in a many ways without sacrificing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I understand: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what occurs once the god who made them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan chose 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 before the beginning of the story. So what happened to the followers of these divine beings?

Brennan’s answer is simple, terrifying, and highly intriguing: They became insane and turned into a blight that devastated whole nations. A great deal about the past of this world, the war against the gods, and its consequences in the present has yet to be disclosed, but it seems that when the deities died, the celestial beings went “feral”. They transformed into monsters that could destroy large areas 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 “ancestor,” a terrifying celestial entity held bound in a massive coffin.

It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the madness permeating the location.

The taint seen in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, nor led astray by their own pride or fixations. They are victims; another dreadful consequence of the War of the Shapers. As the new campaign continues, I hope the DM concentrates on the idea that, no matter how “just” that conflict was, the humans who emerged victorious may still regret the outcome. Their world has been wounded, their connection to the afterlife has been severed, and the creatures that were formerly their guardians, shepherding their souls to security following death, are currently frightening disasters.

Certainly, this may just be a practical method to address Gygax’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, insane creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his stories, but I still prefer these monstrous celestials to the flat {

Emily Brewer
Emily Brewer

A seasoned casino strategist with over a decade of experience in slot machine analysis and gaming optimization.