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

D&D provides a distinctive imaginative arena. In theory, it acts as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. However, Dungeons & Dragons also bears a five-decade history of worlds, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to completely free themselves from this extensive landscape of references, meaning that a lot of “fresh” material for D&D is a reworking of sampled tracks. At times you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you wince like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in D&D

Fiendish creatures (collectively known as evil outsiders) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with individual titles appeared in the publication Dragon editions 12 (February 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar angel made their debut, starting a tradition of creatures called celestial entities that is still present in the most recent version of the game.

In D&D, celestials are the agents of good-aligned deities, created by their masters to serve as soldiers, leaders, emissaries, intermediaries for humans, and overall to populate their realms in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include the angel 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.

Celestial lore is markedly less fleshed out compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an hour of wiki reading.

It’s understandable that beings who resemble angels from the Bible received less attention. There are stories that Gygax felt uneasy about giving players stat blocks for angels they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and purposes, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are created to be divine minions. Certainly, they have independent thought, but their storytelling range is restricted. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic creatures that can spin in a many ways without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

To be frank, I get it: Celestials are simply not very compelling. Holy warriors of good that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what occurs once the deity who created them dies. There is no official explanation, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, one where the deities have all been killed by mortals in a great conflict that ended 70 years before the start of the story. So what became of the servants of these divine beings?

Brennan’s answer is simple, terrifying, and highly intriguing: They went crazy and turned into a blight that destroyed entire countries. A lot about the past of this world, the divine conflict, and its consequences in the present has still to be revealed, but it seems that when the gods were slain, the celestial beings became “wild”. They became creatures that could annihilate entire regions if left unchecked. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity held bound in a massive coffin.

It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the insanity permeating the place.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own pride or fixations. They are casualties; another dreadful consequence of the Shapers’ War. As Campaign 4 continues, I hope Mulligan focuses on the idea that, regardless of how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the consequences. Their world has been wounded, their connection to the afterlife has been severed, and the creatures that were once their protectors, guiding their spirits to security following death, are currently terrifying calamities.

Certainly, this might simply be a practical method to solve Gygax’s original dilemma. It is simple to rationalize slaying an divine being when it’s a screaming, mad creature with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Jack Johnson
Jack Johnson

A tech strategist with over a decade of experience in digital innovation and enterprise solutions.

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