The Latest Critical Role Season Four May Have Resolved My Least Favorite Dungeons & Dragons Creature

D&D offers a unique creative space. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can paint countless scenarios. Yet, D&D also carries a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to entirely detach themselves from this extensive universe of existing content, so that a lot of “fresh” content for D&D is a reworking of sampled tracks. At times you encounter elements that are as brilliant as “a classic hit,” other times you cringe as if hearing “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan really hates the deities!), episode 2 impressed me because of a truly original take on a traditional D&D creature type: angelic beings.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Demons and devils (often called fiends) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “divine messengers” with specific names appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (August 1978). These were little more than riffs on the angels from biblical sacred texts; for more original versions, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced new monsters that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of beings called celestial entities that is continues to exist in the latest edition of the role-playing game.

In D&D, celestial beings are the agents of benevolent gods, made by their masters to act as warriors, leaders, messengers, intermediaries for humans, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and help uphold the faith of their god on the Material Plane. In spite of their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is markedly less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting side stories. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an short time of online research.

It’s not surprising that creatures who resemble angels from the Bible received less attention. Rumor has it that Gary Gygax felt uneasy about giving players game statistics for angels they could kill in their sessions, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can create for creatures that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

Honestly, I understand: Celestials are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be cool, but they also get cheesy very fast. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what occurs after the god who made them perishes. There is no canonical answer, and every DM is free to devise their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the deities have all been killed by mortals in a massive war that concluded 70 years before the start of the story. So what became of the followers of these divine beings?

Brennan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a plague that devastated entire countries. A great deal about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it appears that when the gods were slain, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions if not contained. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a enormous casket.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a cleric inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the place.

The taint seen 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 pride or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan focuses on the idea that, regardless of how “righteous” that war was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their protectors, shepherding their souls to security following death, are currently frightening disasters.

Sure, this may just be a practical method to address the original creator’s initial quandary. It is simple to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I don’t necessarily agree with the DM’s aversion for divine beings in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {

Misty Weaver
Misty Weaver

Renewable energy expert and solar technology analyst with over a decade of experience in sustainable energy solutions.