Mavis, and Hehsh, you are right. I will give you a couple of minutes to get in position. You will here me when I start.
Garth moves a bit away from the gate.
OK my friend. I am going to cast Spirit Guardian, ignore them, they won't hurt you, but try to stay close to them.[ +- ] Spirit Guardians
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
First Garth casts elemental weapon on Hehsh's weapon. It now does and extra 1D4 acid damage.
After the spirits arrive Garth causes his voice to boom with thaumaturgy.
I am the Dread Pirate Roberts. Come and face me and meet your doooooom. Come little beauties, unless your are afraid.