Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster

Dungeons & Dragons presents a distinctive imaginative arena. In theory, it acts as a empty slate where the imagination of Dungeon Masters and players can craft any kind of picture. However, D&D also bears a 50-year legacy of campaign settings, creatures, magic systems, well-known NPCs, and general lore. 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 “fresh” content for D&D is a reworking of familiar ideas. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you wince as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in Dragon magazine issues 12 (Feb. 1978) and 17 (August 1978). These were essentially riffs on the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of beings known as celestial entities that is still present in the latest edition of the role-playing game.

In D&D, celestial beings are the servants of good-aligned deities, made by their masters to serve as soldiers, leaders, emissaries, liaisons with mortals, and overall to populate their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and support the faith of their god on the Material Plane. Despite their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably less fleshed out compared to fiends. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an short time of online research.

It’s understandable that creatures who look like angels from the Bible received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could kill in their sessions, and although celestials were later expanded with a broader spectrum of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Reimagines Heavenly Beings

To be frank, I understand: Celestials are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be cool, but they also get cheesy very fast. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs after the god who made them perishes. There is no canonical answer, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the deities have all been killed by mortals in a massive war that concluded 70 years prior to the beginning of the campaign. So what became of the servants of these gods?

Brennan’s solution is simple, terrifying, and highly intriguing: They went crazy and became a blight that devastated whole nations. A lot about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that when the gods died, the celestial beings went “feral”. They became monsters that could annihilate entire regions if not contained. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with ending the Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the location.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own pride or obsessions. They are victims; another terrible result of the Shapers’ War. As the new campaign progresses, I hope the DM focuses on the idea that, no matter how “just” that war was, the humans who emerged victorious may still regret the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were once their protectors, guiding their spirits to safety following death, are currently frightening disasters.

Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, insane creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Nathaniel Sanders
Nathaniel Sanders

A writer and philosopher exploring the intersections of chance, psychology, and human experience through engaging narratives.