Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster

D&D presents a distinctive creative space. Theoretically, it serves as a empty slate where the creativity of DMs and participants can craft countless scenarios. Yet, D&D also carries a 50-year legacy of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the best imaginative thinkers find it difficult to completely free themselves from this extensive landscape of references, meaning that a great deal of “fresh” content for Dungeons & Dragons is a reworking of sampled tracks. At times you get things that sound as good as “a classic hit,” other times you cringe like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his 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 classic Dungeons & Dragons monster category: celestials.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been part of D&D since 1976, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with specific names appeared in the publication Dragon issues 12 (February 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel first appeared, initiating a lineage of beings known as celestials that is still present in the most recent version of the game.

In D&D, celestials are the servants of good-aligned deities, created by their creators to serve as warriors, leaders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious 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 underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading.

It’s not surprising that beings who resemble angels from the Bible received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could murder in their games, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for creatures that are created to be divine minions. Sure, they have free will, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can spin in a many ways without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I understand: Celestials are just not that interesting. Divine champions of good that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs after the deity who made them dies. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, a place where the gods have all been killed by mortals in a great conflict that ended 70 years prior to the beginning of the story. So what became of the followers of these divine beings?

Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and became a plague that destroyed whole nations. A great deal about the past of Aramán, the war against the gods, and its consequences in the present has yet to be disclosed, but it seems that when the gods died, the celestials went “feral”. They transformed into monsters that could annihilate entire regions if not contained. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose obsession with ending the Blood War led to her being tainted by the devil 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 massive dungeon, slowly succumbing to the madness infusing the place.

The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are casualties; one more dreadful result of the Shapers’ War. As the new campaign progresses, I hope the DM focuses on the notion that, no matter how “righteous” that war was, the mortals who won it may still regret the outcome. Their world has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety after death, are now frightening disasters.

Sure, this may just be a practical method to address the original creator’s initial quandary. It’s easy to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Dr. Donna Hobbs
Dr. Donna Hobbs

A passionate gaming enthusiast and tech writer, Elara specializes in reviewing gaming tools and sharing actionable tips for players of all levels.