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

Dungeons & Dragons provides a unique imaginative arena. Theoretically, it acts as a empty slate where the creativity of DMs and players can craft any kind of picture. Yet, D&D also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this extensive landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reworking of familiar ideas. At times you get elements that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (created by Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a truly original interpretation on a classic D&D creature type: celestials.

A Brief History of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “angels” with individual titles appeared in Dragon magazine issues #12 (February 1978) and 17 (August 1978). These were essentially riffs on the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of creatures known as celestial entities that is still present in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the Material Plane. Despite 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 mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal 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, all the essential information about celestial beings can be gleaned in an short time of online research.

It’s not surprising that beings who look like biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin 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 narrative potential is limited. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic entities that can spin in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I get it: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be impressive, but they also become clichéd quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs after the god who created them perishes. There is no canonical answer, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the deities have all been killed by humans in a massive war that ended 70 years before the beginning of the story. So what became of the servants of these gods?

Mulligan’s answer is simple, horrifying, and very interesting: They became insane and turned into a plague that destroyed entire countries. A great deal about the history of Aramán, the war against the gods, and its consequences in the present has still to be revealed, but it appears that after the gods died, the celestial beings went “feral”. They became monsters that could destroy entire regions if left unchecked. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial held bound in a enormous casket.

It is no accident that the most compelling 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 concluding the Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are casualties; another dreadful consequence of the Shapers’ War. As Campaign 4 continues, it is hoped Mulligan focuses on the notion that, regardless of how “righteous” that conflict was, the humans who emerged victorious may still regret the consequences. Their world has been harmed, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently frightening disasters.

Certainly, this might simply be a practical method to address the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {

Eric Vazquez
Eric Vazquez

Elara is a passionate writer and tech enthusiast with over a decade of experience in digital content creation and storytelling.