The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite D&D Monster

D&D provides a unique creative space. In theory, it acts as a empty slate where the creativity of Dungeon Masters and players can craft any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, established non-player characters, and general lore. Even the best imaginative thinkers struggle to completely free themselves from this extensive landscape of references, so that a lot of “new” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you get elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “a derivative tune.”

The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: celestials.

A Brief History of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been part of D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than variations of the angels from biblical religious lore; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar angel, and the solar made their debut, starting a tradition of beings called celestial entities that is still present in the most recent version of the game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, made by their masters to serve as warriors, leaders, messengers, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and support the belief of their god on the Material Plane. In spite of their direct relationship with the gods, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably underdeveloped compared to fiends. The Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. 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 not surprising that creatures who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and although celestials were later expanded with a bigger range of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for creatures that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is limited. From that perspective, the bad guys have much more freedom: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I understand: Celestials are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest means we still don’t know a great deal about celestials. For example, we still don’t know what occurs after the god who created them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, a place where the deities have all been slain by humans in a great conflict that concluded seven decades before the start of the campaign. So what happened to the servants of these gods?

Mulligan’s solution is straightforward, terrifying, and very interesting: They became insane and became a blight that destroyed whole nations. A lot about the history of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it appears that after the deities died, the celestials went “feral”. They transformed into creatures that could annihilate large areas if not contained. Viewers caught a sight of how scary such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a enormous casket.

It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar who was called forth by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the location.

The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, or led astray by their own arrogance or obsessions. They are casualties; another terrible consequence of the Shapers’ War. As Campaign 4 continues, it is hoped the DM focuses on the idea that, regardless of how “righteous” that conflict was, the mortals who emerged victorious may still regret the outcome. Their world has been wounded, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, guiding their spirits to security after death, are now frightening disasters.

Sure, this might simply be a convenient way to solve the original creator’s initial quandary. It is simple to rationalize slaying an divine being when it’s a shrieking, insane creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with the DM’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Jeremy Jones
Jeremy Jones

A passionate slot game enthusiast with over a decade of experience in reviewing online casinos and analyzing gaming trends.