Atlantean Zinogre

Atlantean Zinogre is a semi-aquatic subspecies of Zinogre that can be encountered in areas with large amounts of water.

Basic Information
Monster Class: Fanged Wyvern

Weaknesses: Fire, Thunder, Ice (when enraged)

Element: Water

Status Ailments: Waterblight, Fireblight (when enraged), Stun, Water Poisoning (Poison + Paralysis + Waterblight)

Habitats: Deserted Island, Flooded Forest, Misty Peaks, Great Sea, Primal Forest, Marshlands, Underwater Ruin

Physiology
Its scales are a deep blue in coloration while its shell is a fine violet. Unlike ordinary Zinogres, it does not have fur, but instead has violet fins with a faint magenta webbing on its forelegs and back that allows it to thrive in aquatic environments easier. Its tail is also rounder than an ordinary Zinogre's, and functions like a paddle in water, increasing their movement speed. It has bright blue outlines across its body as opposed to the ordinary Zinogre's bluish-white outlines, signifying its control over Water as opposed to Thunder. As opposed to utilizing elemental insects in battle, it instead has control over a small Carapaceon known as Aqualamia that drain prey of their bodily fluids, and it can stay on land for longer periods of time by absorbing Aqualamia's messy gains. It can sometimes be found coated in a misty aura.

Behavior
Antlantean Zinogre is a solitary monster, patrolling the area around it in search of prey. It is highly aggressive and quick to anger, and will mercilessly attack both hunters and other predators who intrude on its territory.

Abilities
They can harness the Water element in battle, using high pressure fluid to bring down prey from afar and defend itself and its territory from foreign threats. Aqualamia can be found roaming wherever it goes, staying near it at all costs to ensure protection from predators, and it can exploit this by absorbing the fluids they steal, 'charging' it up and allowing it to stay on land for longer periods of time. When submerged, it does not require the assistance of the Aqualamia, but simply absorbs the water around it, allowing it to become fully charged at a faster rate.

When fully charged, its fins will flare up and turn a bright red, and it will start using faster, stronger attacks with wider range. It also exudes a purifying mist that negates elemental and status damage, forcing hunters to rely on brute force to bring it out of its charged state. It can also enter a traditional Rage Mode when fully charged, increasing its aggressiveness and converting its Water attacks and misty aura into steam, which grants the former greater power and the ability to inflict Fireblight along with Waterblight and causes the latter to drain the health of nearby hunters.

Habitat
Atlantean Zinogre mostly inhabits areas containing large bodies of water, such as the Deserted Island, Flooded Forest, Great Sea, and Misty Peaks.

Attacks
Atlantean Zinogre uses modified and enhanced versions of Zinogre's attacks, which become stronger when it's submerged and have the Thunder element and Thunderblight swapped with the Water element and Waterblight. That said, it can also use attacks of its own, as described below.

Water Draining Command

In addition to flinging Aqualamia at hunters similar to how ordinary Zinogre fire Fulgurbugs, A. Zinogre can command its minions to attack the hunter directly, signified by a higher-pitched howl. The frenzied crabs will swarm hunters and pin them in place, draining their health until shaken off. If they succeed, they will quickly scuttle back to their leader and transfer the stolen fluids to it, allowing it to charge up faster. A. Zinogre will often use this move on land, but will not use it when submerged due to it having a more convenient power source (the water).

Water Poisoning Command

A. Zinogre will command the Aqualamia to fill hunters with fluid as opposed to draining them of their fluids, signified by a low-pitched howl. The Aqualamia will scuttle faster than usual and leap at nearby hunters, sinking their fangs into them. This causes a condition known as Water Poisoning which combines the effects of Poison, Confusion, and Waterblight, and A. Zinogre will then prioritize the afflicted hunter, using its strongest attacks to finish them off. It will use this command both on land and underwater.

Misty Aura

When fully charged, A. Zinogre will produce a purifying mist around it that negates elemental and status damage. When enraged, it can covert the mist into steam, damaging any nearby hunters in a matter similar to Lunastra and Teostra's flame aura. It can only be removed by knocking A. Zinogre out of its charged state.

Paddle Charge

When submerged, A. Zinogre can quickly propel itself towards hunters by using its tail as a paddle, dealing moderate damage to those it hits. Those struck directly by the tail will become Stunned.

Whirlpool Spin

When submerged, A. Zinogre can quickly spin around to create short-lived whirlpools to ensnare hunters around it. The whirlpools can move around in any direction, and move faster when it becomes enraged. Those caught in the whirlpools will take low-medium damage, have their Oxygen meter drained, and receive Water Poisoning.

Charybdis

When submerged, A. Zinogre can slowly produce a gigantic, longer-lasting whirlpool by spinning in place. The whirlpool will be stationary when A. Zinogre's in its normal state, but will move around when it becomes enraged. Those caught in the whirlpool will take heavy damage, have their Oxygen meter drained, and receive Water Poisoning.

Breakable Parts
Claws x2- The claws and fins will be broken

Back- The back fin will break.

Tail- The tail will be severed.

Trivia

 * Atlantean Zinogre's name is derived from Atlantis, a sunken island that served as Poseidon's chosen domain in Plato's works Timaeus and Critias.
 * Atlantean Zinogre's ability to poison and confuse hunters with its Water attacks was inspired by water intoxication, a condition caused by over hydration. Like the monster, the condition can cause confusion and physical sickness in those affected by it.