The Jarlier Drop
While riding a hippogriff this is how you can grab and drop an enemy.
If the enemy is grappled on their turn, they can break the gapple by making a Strength (Athletics) or Dexterity (Acrobatics) check as contested by the Hippogriff's Strength (Athletics) check, +3.
- Must be next to the enemy. Vertically or horizontally.
- Grapple check to grab the enemy. A Strength (Athletics) check (+3 for hippogriff) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. The target chooses the ability to use. (1 action)
- Use any remaining movement to fly up. (max 60ft flight movement for Hippogriff)
- The enemy can be dropped at any time.
- Enemy takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
If the enemy is grappled on their turn, they can break the gapple by making a Strength (Athletics) or Dexterity (Acrobatics) check as contested by the Hippogriff's Strength (Athletics) check, +3.
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