Critical Role Season Four Could Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D presents a unique creative space. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and players can paint countless scenarios. However, D&D also bears a five-decade history of worlds, creatures, magic systems, established non-player characters, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of familiar ideas. At times you encounter things that sound as good as “Gangsta’s Paradise,” other times you cringe as if hearing “All Summer Long.”

Critical Role has been highly inventive in the past due to the original settings of Exandria (created by Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He really hates the gods!), episode 2 stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Demons and devils (collectively known as evil outsiders) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles appeared in Dragon magazine issues 12 (February 1978) and 17 (Aug. 1978). These were little more than variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented new monsters that would appear in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar angel made their debut, starting a tradition of beings called celestial entities that is still present in the latest edition of the game.

In D&D, celestials are the servants of good-aligned deities, made by their masters to serve as soldiers, leaders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. 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 mortal world. In spite of their close connection with the gods, celestials are distinct persons with individual traits. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly less fleshed out compared to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.

It’s understandable that creatures who look like angels from the Bible went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic entities that can evolve in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, but they also get cheesy very fast. That widespread disinterest implies we still don’t know that much about celestials. For example, we have yet to learn what happens once the god who created them perishes. There is no canonical answer, and every DM is free to devise their own interpretation. Brennan Lee Mulligan chose to make this question central to the world of Aramán, a place where the deities have all been killed by humans in a massive war that ended 70 years prior to the start of the story. So what became of the followers of these gods?

Brennan’s answer is straightforward, terrifying, and very interesting: They became insane and became a plague that destroyed entire countries. A lot 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 deities were slain, the celestials went “feral”. They became creatures that could annihilate large areas if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a enormous casket.

It’s not a coincidence that the most interesting celestial beings in D&D, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with ending the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the place.

The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor led astray by their own arrogance or fixations. They are victims; another dreadful result of the War of the Shapers. As the new campaign continues, it is hoped the DM concentrates on the idea that, regardless of how “just” that war was, the humans who won it may still regret the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were once their guardians, shepherding their souls to safety following death, are now frightening disasters.

Certainly, this might simply be a convenient way to address the original creator’s initial quandary. It’s easy to rationalize slaying an angel when it’s a shrieking, insane creature 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 loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Michael Clark
Michael Clark

A software engineer and tech enthusiast with over a decade of experience in AI and web development, passionate about sharing knowledge.