The Latest Critical Role Season Four May Have Resolved The Most Problematic D&D Monster

D&D presents a unique imaginative arena. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of campaign settings, creatures, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds struggle to completely free themselves from this vast landscape of references, meaning that a lot of “fresh” content for D&D is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (He really hates the deities!), episode 2 stood out to me because of a truly original take on a traditional D&D creature type: celestials.

A Brief History of Celestials in D&D

Demons and devils (collectively known as evil outsiders) have been part of D&D since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, starting a tradition of beings known as celestial entities that is continues to exist in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their masters to act as warriors, commanders, messengers, liaisons with mortals, and overall to populate their realms in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples 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.

The mythology of celestials is markedly less fleshed out compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a version of 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 hour of wiki reading.

It’s understandable that creatures who resemble biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could murder in their games, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin hindered their growth. There is also a limit to what you can create for creatures that are created to be divine minions. Sure, they have free will, but their narrative potential is limited. From that perspective, the antagonists have much more freedom: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re ultimately fickle and chaotic entities that can spin in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, I understand: Celestials are just not that interesting. Holy warriors of virtue that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest means we still don’t know a great deal about celestials. As an illustration, we have yet to learn what happens after the deity who made them dies. There is no official explanation, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, a place where the gods have all been slain by humans in a great conflict that concluded seven decades before the beginning of the story. So what became of the servants of these divine beings?

Mulligan’s answer is simple, horrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A lot about the past of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it seems that when the deities were slain, the celestials became “wild”. They became monsters that could annihilate large areas if not contained. The audience got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “grandfather,” a terrifying celestial entity kept chained in a massive coffin.

It is no accident that the most interesting celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the location.

The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, nor misled by their own pride or obsessions. They are casualties; another terrible result of the Shapers’ War. As Campaign 4 progresses, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” 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 cut off, and the beings that were formerly their protectors, shepherding their souls to safety after death, are now terrifying calamities.

Sure, this may just be a convenient way to solve Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s loathing for gods in his stories, but I still prefer these monstrous celestials to the flat {

Gary Rodriguez
Gary Rodriguez

Elara Vance is a digital strategist and content creator with over a decade of experience in trend analysis and market insights.