The Latest Critical Role Season Four May Have Fixed My Least Favorite D&D Monster
D&D presents a unique imaginative arena. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and players can paint countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a lot of “new” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
The show Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan really hates the gods!), the second episode impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Heavenly Beings in D&D
Demons and devils (often called evil outsiders) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine editions 12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the angels from biblical sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual II. That’s when the deva angel, the planetar, and the solar made their debut, starting a tradition of beings known as celestial entities that is still present in the latest edition of the game.
In Dungeons & Dragons, celestials are the servants of benevolent gods, made by their masters to serve as warriors, commanders, emissaries, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Lower Planes and help uphold the belief of their deity on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly less fleshed out compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of online research.
It’s not surprising that beings who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could kill in their games, and even if celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin stunted their development. There’s also only so much what you can do with creatures that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Reimagines Celestials
Honestly, I get it: Celestial beings are simply not very compelling. Divine champions of good that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, one where the gods have all been slain by humans in a great conflict that ended 70 years before the beginning of the story. So what became of the followers of these gods?
Mulligan’s solution is simple, horrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A lot about the history of this world, the divine conflict, 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 destroy large areas if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.
It is no accident that the most compelling celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness permeating the place.
The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or misled by their own arrogance or obsessions. They are victims; another terrible result of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM focuses on the idea that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were once their guardians, guiding their spirits to safety after death, are currently terrifying calamities.
Sure, this may just be a practical method to solve Gygax’s original dilemma. It is simple to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythology in D&D. I don’t necessarily agree with the DM’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the flat {