The Latest Critical Role Campaign 4 May Have Fixed The Most Problematic Dungeons & Dragons Creature

D&D presents a distinctive creative space. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and participants can paint countless scenarios. However, Dungeons & Dragons also carries a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” material for D&D is a reiteration of sampled tracks. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you cringe as if hearing “All Summer Long.”

Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional D&D creature type: celestials.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “angels” with individual titles appeared in Dragon magazine issues 12 (February 1978) and #17 (August 1978). These were essentially riffs on the angels from biblical religious lore; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar angel, and the solar first appeared, starting a lineage of beings called celestial entities that is still present in the latest edition of the role-playing game.

In D&D, celestials are the agents of good-aligned deities, created by their masters to serve as warriors, commanders, emissaries, intermediaries for humans, 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 mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an short time of wiki reading.

It’s understandable that beings who resemble angels from the Bible received less attention. There are stories that Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their games, and although celestials were later expanded with a broader spectrum of looks and roles, that controversial beginning stunted their development. There’s also only so much what you can do with beings that are designed to be servants of a god. Sure, they have free will, but their storytelling range is restricted. In that sense, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic creatures that can spin in a lot of directions without sacrificing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I get it: Celestials are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs once the deity who created them dies. There is no canonical answer, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the deities have all been slain by humans in a massive war that concluded 70 years prior to the start of the story. So what happened to the servants of these divine beings?

Mulligan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a blight that devastated whole nations. A lot about the past of Aramán, the war against the gods, and its consequences in the present has still to be revealed, but it appears that after the deities were slain, the celestial beings went “feral”. They transformed into creatures that could annihilate large areas if not contained. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a enormous casket.

It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar angel who was called forth by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity permeating the place.

The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own pride or fixations. They are victims; another terrible result of the War of the Shapers. As the new campaign progresses, it is hoped the DM focuses on the notion that, regardless of how “righteous” that conflict was, the mortals who emerged victorious may still regret the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were formerly their protectors, guiding their spirits to safety following death, are now frightening disasters.

Sure, this may just be a practical method to address Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, mad entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. 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 flat {

Michael Roberts
Michael Roberts

Wildlife biologist and conservationist with a passion for sloth research and environmental advocacy.