Charge. If the demon moves at least 10ft straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (3d8) 3d8 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10ft away and knocked prone. Demon's Sight. Magical darkness doesn't impede the demon's darkvision. Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Multiattack. The demon makes three attacks: two with its fists and one with its hoof. Fist. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 9 (1d10+4) 1d10+4 bludgeoning damage. Hoof. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 10 (1d12+4) 1d12+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Gore. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 18 (3d8+4) 3d8+4 piercing damage.
Kal' Duln. The platform in which the battle occurs will tilt towards the direction in which the demon is standing. All creatures other than the demon standing on top of the platform must make a Dexterity saving throw of DC 10 plus the number of grid spaces the demon is away from the center of the platform. On a failed save, creatures are knocked prone and slide 10ft in the direction of the tilt. Creatures who touch the lava at the edge of the platform take 11 (2d10) 2d10 fire damage.
Faerii Place