Lord Kanzar is an elven mage from the great northern continent, travelling as part of Fayett’s escort.

He is polished, educated and impeccably self-possessed, with the easy confidence of a man who has spent most of his life being told that he is exceptional – and has never found much reason to disagree.

He can be charming when it suits him. Kanzar is skilled at reading people, discovering what they want and presenting himself accordingly, whether that means cultured nobleman, useful ally, sympathetic confidant or dangerous man best left unchallenged. Very little of it should be taken entirely at face value. He enjoys influence for its own sake and rarely enters a conversation without considering how it might later be useful to him.

Lord Kanzar

Medium Humanoid (Elf, Wizard: Level 12), Lawful Neutral

Armor Class: 13 (travelling robes; 16 with Mage Armor)
Hit Points: 82
Speed: 30ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws: Intelligence +9, Wisdom +5
Skills: Arcana +9, History +9, Investigation +9, Perception +5, Intimidation +6, Survival +5
Damage Resistances:
Condition Immunities:
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Common, Elvish, Trallian
Challenge: 11 Prof Bonus: +4
Actions

Wand of the War Mage +2. +2 bonus to spell attack rolls; spells ignore half cover.
Longsword. +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) if wielded with two hands.
Fire Bolt. +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.

Features

School of Evocation. Kanzar is trained to deliver destructive magic into active battlefields while controlling where its effects fall.
Sculpt Spells. When Kanzar casts an evocation spell affecting creatures he can see, he can protect a number of them equal to 1 + the spell’s level. Protected creatures automatically succeed on their saving throws and take no damage if they would normally take half.
Potent Cantrip. Creatures that succeed on saving throws against Kanzar’s damaging cantrips still take half damage where applicable.
Empowered Evocation. Kanzar adds his Intelligence modifier (+5) to one damage roll of any wizard evocation spell he casts.
Arcane Recovery. Once per day after a short rest, Kanzar can recover expended spell slots with a combined level of up to 6.
Battlefield Discipline. Kanzar has advantage on Constitution saving throws made to maintain concentration on an evocation spell while he can see the creature that damaged him.

Spellcasting

Kanzar is a 12th-level spellcaster (spell save DC 17, +11 to hit with spell attacks using the Wand). Spell slots: 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2), 6th (1).
Cantrips: Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp
1st level: Burning Hands, Mage Armor, Magic Missile, Shield
2nd level: Aganazzar’s Scorcher, Misty Step, Scorching Ray
3rd level: Counterspell, Dispel Magic, Fireball, Fly
4th level: Fire Shield, Wall of Fire
5th level: Cone of Cold, Immolation, Wall of Force
6th level: Chain Lightning, Disintegrate

Battlefield Tactics

Wall of Fire. Kanzar’s signature spell. He uses walls not simply to damage opponents but to divide formations, cut off retreats, isolate priority targets and force enemies into prepared killing grounds.
Relentless Advance. Kanzar typically opens from range, establishes control of the battlefield with Wall of Fire or Wall of Force, then uses Fireball, Scorching Ray and Disintegrate against enemies who cannot easily escape.
Counter-Mage. Against another powerful spellcaster, Kanzar preserves reactions for Counterspell and uses movement and line of sight aggressively rather than simply exchanging damaging spells.

Equipment

Wand of the War Mage +2, Longsword, Spellbook, Component pouch, Fine travelling robes, Military cloak, Signet ring, Officer’s papers, Backpack, Bedroll, Rations (5 days), Waterskin

Note: Nothing is set in stone, these are only suggested and partial details because Aranthaen characters are simply canvases for DMs to make their own!

Behind the charm lies a calculating and deeply ambitious temperament. Kanzar remembers insults, notices weakness and has a talent for turning other people’s loyalties, fears and rivalries to his advantage. He is perfectly capable of patience when patience serves him, preferring to manoeuvre an opponent into a losing position before they realise they are playing against him at all.

His opinion of his own abilities is extremely high, although in fairness he possesses enough talent to justify much of it. Kanzar is a devastating combat mage whose speciality is aggressive battlefield magic, particularly fire. He approaches fighting much as he approaches politics: control the ground, limit the opponent’s choices, then destroy them once escape has become difficult.

Unlike Eliran, Kanzar seems fascinated by Aranthaes for reasons that go beyond simple duty. Its wealth, strange power structures and fiercely independent personalities provide him with an endless supply of things to assess, exploit or privately judge.

He has little instinctive respect for people simply because Aranthaens consider them important, and he is particularly intrigued by anyone powerful enough to refuse to be intimidated by him.

He remains attentive to Fayett and performs his duties diligently, but there is always the sense that Kanzar possesses ambitions and grudges entirely separate from those of his travelling companions.

Adventurers dealing with him would be wise to remember that being useful to Kanzar and being liked by Kanzar are not remotely the same thing.