Critical Role Season Four Could Have Fixed My Least Favorite D&D Monster

D&D offers a unique creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and participants can paint countless scenarios. Yet, D&D also bears a 50-year legacy of campaign settings, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this vast universe of existing content, meaning that a great deal of “new” material for Dungeons & Dragons is a reworking of familiar ideas. At times you get elements that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now the new world AramĂĄn (the setting crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (He really hates the deities!), episode 2 impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A few unique “divine messengers” with specific names appeared in the publication Dragon editions 12 (February 1978) and #17 (Aug. 1978). These were essentially riffs on the angels from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual 2. That’s where the deva angel, the planetar, and the solar angel first appeared, starting a lineage of creatures called celestial entities that is continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, made by their masters to act as soldiers, leaders, emissaries, liaisons with mortals, and overall to populate their domains in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the belief of their deity on the mortal world. Despite their direct relationship with the divine beings, 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 the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed 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 understandable that beings who look like biblical angels received less attention. Rumor has it that Gygax felt uneasy about giving players stat blocks for angels they could kill in their games, and although celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic creatures that can spin in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, I get it: Celestials are just not that interesting. Divine champions of good that smite evil in all its forms can be impressive, but they also get cheesy quickly. That widespread disinterest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs once the deity who made them dies. There is no canonical answer, and every DM is free to come up with their own spin. The DM Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, one where the gods have all been killed by mortals in a massive war that concluded seven decades before the start of the campaign. So what happened to the followers of these gods?

Mulligan’s solution is simple, horrifying, and very interesting: They became insane and turned into a blight that destroyed whole nations. A lot about the past of this world, the divine conflict, and its consequences in the current era has yet to be disclosed, but it appears that when the deities were slain, the celestial beings became “wild”. They became creatures that could annihilate entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial entity kept chained 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. Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar angel who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus area of the massive dungeon, gradually yielding to the madness permeating the place.

The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or fixations. They are casualties; another terrible result of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan concentrates on the idea that, regardless of how “just” that conflict was, the humans who emerged victorious may nonetheless lament the consequences. Their world has been wounded, their link to the hereafter has been cut off, and the beings that were once their guardians, guiding their spirits to safety after death, are now frightening disasters.

Certainly, this might simply be a practical method to address the original creator’s original dilemma. It’s easy to justify killing an angel when it’s a screaming, insane creature with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

Craig Lopez
Craig Lopez

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine mechanics and player psychology.