Leaping Threats. These drakes are surprisingly nimble and quick within the water but are also able to 'fly' short distances by forcefully leaping out of the water and flapping their fins. Even though they usually do not attack ships or boats unless provoked, there are documented instances of a mantadrake leaping out of the water, flying over the deck, gripping a person with their strong jaws and dragging them under the waves.
Large Dragon, chaotic neutral
Leaping. If the Mantadrake starts its turn in water, it can use a bonus action to leap out of the water. It can then use its remaining movement to fly. At the end of it’s turn it falls down.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Piercing damage.
Barbed Tail (3/day). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Piercing and 9 (2d8) Poison damage. On a successful hit, the target has to make a Strength saving throw (DC 15). On a failed save they are Paralyzed for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Paralyzing effect of this ability for 24 hours.
Sonar Pulse (Recharge 5-6). The Mantadrake emits a high pitched pulse in a 20ft. cone outward from itself. All creatures within the area have to make a Wisdom saving throw (DC 12). On a failed save, a creature takes 6d8 Psychic damage and is Stunned until the end of their next turn. On a successful save a creature takes half the damage and is not stunned.