The Latest Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D offers a unique imaginative arena. Theoretically, it serves as a empty slate where the imagination of DMs and participants can paint any kind of picture. Yet, D&D also carries a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “new” content for Dungeons & Dragons is a reworking of sampled tracks. At times you get elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 impressed me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon editions 12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar made their debut, initiating a tradition of beings called celestials that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to act as soldiers, commanders, messengers, liaisons with mortals, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and help uphold the faith of their god on the Material Plane. In spite of their close connection 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 setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game 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 demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an hour of wiki reading.

It’s not surprising that beings who resemble biblical angels went underdeveloped. Rumor has it that Gygax felt uneasy about providing gamers stat blocks for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are created to be servants of a god. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a many ways without losing their unique nature.

How Critical Role Campaign 4 Redefines Heavenly Beings

To be frank, I get it: Celestials are simply not very compelling. Holy warriors of virtue that smite evil in every manifestation can be cool, but they also become clichéd very fast. That general lack of interest implies we still don’t know a great deal about celestials. As an illustration, we still don’t know what happens once the deity who created them perishes. There is no official explanation, and each Dungeon Master is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue central to the world of Aramán, one where the deities have all been slain by humans in a massive war that ended seven decades before the beginning of the story. So what became of the servants of these gods?

Mulligan’s solution is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that destroyed whole nations. A lot about the history of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that after the deities died, the celestial beings became “wild”. They transformed into monsters that could destroy entire regions if left unchecked. Viewers got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial entity kept chained in a enormous casket.

It’s not a coincidence that the most interesting celestials in D&D, narratively, are those who have lost their divinity. 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 transformed into an Archdevil of Hell. Fazrian is a little-known Planetar who was summoned by a cleric inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the location.

The taint observed in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, or led astray by their own pride or obsessions. They are casualties; one more terrible result of the War of the Shapers. As the new campaign progresses, I hope Mulligan concentrates on the idea that, regardless of how “just” that conflict was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are now frightening disasters.

Sure, this may just be a convenient way to solve the original creator’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, mad entity with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Deborah Rogers
Deborah Rogers

A productivity coach and writer with over a decade of experience helping professionals optimize their workflows and achieve their goals.