Critical Role Season Four Could Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D provides a distinctive imaginative arena. Theoretically, it acts as a empty slate where the imagination of Dungeon Masters and players can paint any kind of picture. Yet, D&D also bears a 50-year legacy of campaign settings, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this extensive universe of existing content, meaning that a lot of “fresh” content for D&D is a reiteration of familiar ideas. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the original settings of Exandria (created by Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his Dimension 20 work may identify some of his common themes (He really hates the gods!), the second episode stood out to me because of a truly original take on a classic D&D creature type: angelic beings.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Demons and devils (collectively known as evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “angels” with specific names were featured in Dragon magazine editions 12 (Feb. 1978) and 17 (August 1978). These were essentially variations of the angels from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of creatures called celestial entities that is still present in the most recent version of the role-playing game.

In D&D, celestial beings are the agents of good-aligned deities, made by their creators to act as soldiers, leaders, messengers, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and help uphold the faith of their god on the Material Plane. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. 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 mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of wiki reading.

It’s not surprising that creatures who resemble biblical angels received less attention. Rumor has it that Gygax felt uneasy about giving players stat blocks for angels they could kill in their sessions, and even if celestials were later expanded with a broader spectrum of looks and roles, that problematic origin stunted their development. There is also a limit to what you can create for creatures that are designed to be divine minions. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

To be frank, I get it: Celestials are simply not very compelling. Divine champions of good that smite evil in every manifestation can be impressive, but they also get cheesy quickly. That general lack of interest means we still don’t know a great deal about celestials. For example, we have yet to learn what occurs once the god who made them dies. There is no canonical answer, 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, a place where the gods have all been slain by humans in a massive war that concluded seven decades before the beginning of the story. So what happened to the followers of these gods?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a blight that devastated entire countries. A great deal about the history of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that after the deities died, the celestials went “feral”. They transformed into monsters that could annihilate entire regions if not contained. Viewers caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a enormous casket.

It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose obsession with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the place.

The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are victims; one more terrible consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, no matter how “just” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the creatures that were formerly their protectors, guiding their spirits to safety following death, are now frightening disasters.

Sure, this might simply be a convenient way to solve the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, mad creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the flat {

David West
David West

A digital artist and design consultant with over a decade of experience in visual storytelling and creative innovation.