Moving forward so that the zombies were all clearly in view and swinging around to the right so that the Goblins and Wind did not block his view of the targets. Admittedly this angle would make tracking moving targets harder but the other zombies they'd faced hadn't moved particularly fast. Selecting his target, he whispered the words and pointed, watching as a spectral Esa launched herself at it, raking its face with her claws as he twisted his shield aside and sent a bolt streaking towards it.
********************
Finished cutting the last of the ropes, I press the dagger hilt into the hands of the most capable looking prisoner near the enclosure entrance. It's unlikely they'll accomplish much but if the worst happens they may buy the rest time to overwhelm whomever comes through the door.
A sharp crack echoes outside the enclosure followed by a brief yowl of pain. Effortlessly, I leap up and perch on the enclosure wall in time to watch a procession of the Dirty Mouths, being driven forward by a pair of the Large Vermin while a pack of Already Dead stumbled along behind them. Combined with the four Large Vermin already guarding this place, this task just got much harder; maybe too hard. But Little One asked me to do this and he has done much for me these last few days; the influx of power has allowed me to access more abilities though my memories remain indistinct. A calloused thumb running gently back and forth along my surface and a shock of a strange not-cold so deep I feared my band would crack are my clearest memories from the time before the ice and the slow death. However, the sight of the Already Dead stirs something deep within and I'm certain I have fought them many times before.
Regardless, Little One is stilltoo far away to communicate with and I'll check with him before I leave these to their fate. Wrapping my tail around me paws I sit atop the wall and wait to see what will happen next.
Turn 01 Summary
Ersin
Move: Circle up to 30 30 ft to the side to get a clear line of sight to the zombies while ensuring they are all within sight (I assume the Skraug are still out of sight unless they have moved forward).
Bonus Action: Cast Hex. target an already wounded Zombie if possible else target a fresh zombie. Will impost disadvantage on STR checks.
Action: Cast Eldritch Blast, target the zombie affected by Hex (21 to-hit for 12 Force and 6 Necrotic damage).
Reaction: Nil.
Concentration: 13, 11, 23, 16, and 11.
Esa
Currently sitting above the gate to the enclosure.
Action: Ready a Dash action to fly down and attempt to stealthily, "unlock," the enclosure if the Skraug guard are distracted by the combat.
Move: Nil.
Bonus Action: Nil.
Reaction: Nil.
Notes
Hex
Casting Time: 1 bonus action
Range/Area: 90ft.
Components: V, S, M
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.