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

D&D presents a distinctive creative space. Theoretically, it serves as a empty slate where the creativity of DMs and players can craft any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of worlds, monsters, spellcasting rules, 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 “fresh” material for D&D is a reiteration of familiar ideas. Sometimes you get elements that are as brilliant as “Gangsta’s Paradise,” other times you cringe 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 the new world Aramán (the world created by Brennan Lee Mulligan for Campaign 4). Although longtime fans 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 interpretation on a traditional D&D creature type: celestials.

The Historical Background of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as fiends) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “angels” 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 biblical religious lore; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar made their debut, starting a lineage of creatures known as celestial entities that is still present in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their creators to serve as warriors, leaders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with individual traits. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an short time of wiki reading.

It’s understandable that creatures who resemble angels from the Bible went underdeveloped. There are stories that Gary Gygax felt uneasy about giving players game statistics for angels they could kill in their games, and even if celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin hindered their growth. There is also a limit to what you can do with creatures that are designed to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I get it: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what happens after the deity who made them perishes. There is no official explanation, and every DM is free to devise their own interpretation. Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, one where the gods have all been slain by mortals in a great conflict that ended 70 years before the beginning of the campaign. So what happened to the servants of these divine beings?

Mulligan’s solution is straightforward, terrifying, and very interesting: They went crazy and became a plague that destroyed entire countries. A lot about the history of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the deities were slain, the celestial beings went “feral”. They transformed into creatures that could annihilate large areas if left unchecked. The audience got a glimpse of how frightening such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the place.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or led astray by their own pride or fixations. They are victims; one more terrible result of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan focuses on the notion that, regardless of how “just” that conflict was, the humans who won it may nonetheless lament the consequences. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were once their guardians, guiding their spirits to security following death, are now frightening disasters.

Sure, this might simply be a convenient way to solve Gygax’s original dilemma. It is simple to justify killing an divine being when it’s a shrieking, mad creature with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {

Brian Rivera
Brian Rivera

A seasoned journalist and cultural commentator with over a decade of experience covering UK affairs, passionate about uncovering unique stories.