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

Dungeons & Dragons provides a distinctive creative space. Theoretically, it acts as a blank canvas where the creativity of DMs and players can paint any kind of picture. However, D&D also bears a five-decade history of worlds, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “new” content for D&D is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “a classic hit,” other times you cringe like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the original settings of Exandria (created by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan really hates the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.

A Brief History of Celestials 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 few unique “angels” with individual titles were featured in the publication Dragon editions 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual II. That’s when the deva, the planetar, and the solar angel first appeared, initiating a lineage of creatures 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 creators to serve as warriors, commanders, messengers, liaisons with mortals, and in general to populate their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the Material Plane. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances encompass 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.

Celestial lore is notably less fleshed out compared to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.

It’s understandable that beings who look like biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could kill in their sessions, and although celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin 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 free will, but their storytelling range is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I understand: Celestials are simply not very compelling. Holy warriors of virtue that smite evil in all its forms can be impressive, but they also get cheesy very fast. That general lack of interest implies we remain unaware of that much about celestials. For example, we have yet to learn what happens after the god who made them perishes. There is no canonical answer, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, a place where the gods have all been slain by humans in a massive war that concluded 70 years prior to the beginning of the campaign. So what became of the followers of these divine beings?

Brennan’s solution is simple, horrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A great deal about the history of this world, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that after the gods were slain, the celestial beings went “feral”. They became creatures that could destroy large areas if not contained. The audience got a glimpse of how frightening such a being can be at the end of episode 2, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a massive coffin.

It is no accident that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose obsession with ending the eternal Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar who was called forth by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness infusing the place.

The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own pride or obsessions. They are casualties; one more dreadful consequence of the War of the Shapers. As the new campaign continues, it is hoped Mulligan focuses on the notion that, regardless of how “just” that war was, the humans who won it may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were formerly their guardians, shepherding their souls to security after death, are currently frightening disasters.

Sure, this may just be a practical method to solve the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with Brennan’s aversion for gods in his stories, but I still prefer these monstrous celestials to the flat {

Shannon Kemp
Shannon Kemp

A seasoned gaming analyst with over a decade of experience in the casino industry, specializing in slot machine mechanics and player psychology.