Critical Role Campaign 4 Could Have Fixed The Most Problematic D&D Monster

Dungeons & Dragons presents a distinctive imaginative arena. Theoretically, it serves as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. However, Dungeons & Dragons also bears a 50-year legacy of worlds, creatures, magic systems, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of sampled tracks. At times you get elements that sound as good as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (Brennan really hates the gods!), the second episode stood out to me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique “angels” with individual titles were featured in the publication Dragon issues 12 (February 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced new monsters that would appear in 1983’s Monster Manual II. That’s when the deva angel, the planetar, and the solar first appeared, initiating a tradition of beings known as celestial entities that is still present in the most recent version of the game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to act as warriors, commanders, emissaries, intermediaries for humans, and in general to inhabit their domains 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 god on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an hour of wiki reading.

It’s understandable that beings who look like biblical angels went underdeveloped. There are stories that Gygax was uncomfortable about providing gamers stat blocks for angels they could murder in their games, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can create for beings that are created to be servants of a god. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I get it: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be impressive, but they also become clichéd quickly. 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 created them perishes. There is no canonical answer, and every DM is free to devise their own spin. The DM Brennan Lee Mulligan decided to make this question central to the setting of Aramán, one where the deities have all been slain by mortals in a great conflict that ended 70 years before the start of the campaign. So what happened to the followers of these gods?

Brennan’s solution is simple, terrifying, and very interesting: They became insane and became a blight that devastated whole nations. A lot about the past of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that after the gods were slain, the celestial beings became “wild”. They became monsters that could annihilate large areas if not contained. Viewers got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity held bound in a enormous casket.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the insanity permeating the place.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are victims; one more dreadful consequence of the War of the Shapers. As Campaign 4 continues, it is hoped the DM focuses on the notion that, regardless of how “just” that war was, the mortals who won it may nonetheless lament the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were once their protectors, guiding their spirits to safety following death, are currently frightening disasters.

Certainly, this might simply be a practical method to solve the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, mad entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythos in D&D. I don’t necessarily agree with the DM’s aversion for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Eric Johnson
Eric Johnson

A seasoned gaming analyst with over a decade of experience in casino slot reviews and player strategy development.