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

Dungeons & Dragons offers a unique creative space. Theoretically, it serves as a empty slate where the imagination of Dungeon Masters and players can paint any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this vast landscape of references, meaning that a great deal of “new” content for Dungeons & Dragons is a reworking of familiar ideas. At times you get elements that are as brilliant as “a classic hit,” on other occasions you wince like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the gods!), episode 2 stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (often called 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 handful of distinct “divine messengers” with specific names appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar made their debut, starting a tradition of creatures known as celestials that is still present in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their creators to act as warriors, leaders, messengers, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and support the belief of their god on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.

It’s not surprising that creatures who look like biblical angels received less attention. There are stories that Gygax felt uneasy about providing gamers stat blocks for divine beings they could murder in their games, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There’s also only so much what you can do with beings that are designed to be servants of a god. Sure, they have free will, but their narrative potential is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately fickle and chaotic entities that can evolve in a many ways without losing their unique nature.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I get it: Celestials are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also become clichéd quickly. That general lack of interest means we remain unaware of that much about celestials. For example, we still don’t know what happens after the deity who made them dies. There is no canonical answer, and every DM is able to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, a place where the deities have all been killed by mortals in a great conflict that ended 70 years before the start of the story. So what became of the servants of these divine beings?

Mulligan’s answer is simple, terrifying, and highly intriguing: They became insane and turned into a blight that devastated whole nations. A lot about the past of Aramán, 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 creatures that could destroy large areas if not contained. Viewers caught a sight of how scary such a being can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a enormous casket.

It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with ending the eternal Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the location.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own pride or obsessions. They are victims; another dreadful consequence of the Shapers’ War. As the new campaign progresses, it is hoped Mulligan focuses on the notion that, no matter how “righteous” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been severed, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently terrifying calamities.

Sure, this may just be a convenient way to solve Gygax’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Lisa Saunders
Lisa Saunders

A seasoned gambling analyst with over a decade of experience in online casino trends and slot game mechanics, dedicated to helping players make informed decisions.