The Latest Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D offers a distinctive creative space. Theoretically, it serves as a blank canvas where the imagination of DMs and players can paint any kind of picture. However, D&D also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the best creative minds struggle to completely free themselves from this vast universe of existing content, so that a great deal of “fresh” content for D&D is a reiteration of sampled tracks. Sometimes you encounter things that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “a derivative tune.”

The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (He really hates the gods!), episode 2 stood out to me because of a truly original interpretation on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (collectively known as fiends) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine editions #12 (February 1978) and #17 (Aug. 1978). These were essentially riffs on the angels from biblical religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” article in Dragon, where he presented fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar angel, and the solar angel made their debut, initiating a tradition of beings known as celestials that is continues to exist in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to serve as warriors, commanders, messengers, intermediaries for humans, and overall 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 help uphold the belief of their god on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information 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. There are stories that Gary Gygax was uncomfortable about giving players game statistics for angels they could murder in their sessions, and although celestials were subsequently developed with a bigger range of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are created to be divine minions. Sure, they have free will, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I understand: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be impressive, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs after the god who made them dies. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, one where the gods have all been killed by mortals in a massive war that concluded seven decades prior to the beginning of the campaign. So what became of the servants of these gods?

Brennan’s answer is simple, terrifying, 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 divine conflict, and its aftermath in the current era has still to be revealed, but it seems that when the deities died, the celestial beings went “feral”. They transformed into monsters that could destroy entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity held bound in a massive coffin.

It’s not a coincidence that the most compelling celestial beings in D&D, narratively, 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 resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, gradually yielding to the madness infusing the place.

The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own arrogance or fixations. They are casualties; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope Mulligan focuses on the notion that, regardless of how “just” that war was, the mortals who won it may still regret the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were formerly their protectors, shepherding their souls to security after death, are currently frightening disasters.

Sure, this may just be a practical method to address the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Jamie Hernandez
Jamie Hernandez

A tech entrepreneur and writer with over a decade of experience in digital transformation and startup ecosystems.