This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.
During Combat Kirhosk is confident in his battle abilities, but paranoid about magic. He ignores melee combatants in favor of attacking spellcasters, and uses his breath weapon whenever available, provided he can hit at least two targets. Otherwise he will only use it if the single target is gravely injured and likely to fall, or if he is gravely injured.
Morale Kirhosk is at the top of the food chain and knows it. He is loath to give up that place, even when attacked by surface dwellers, especially in his lair. This makes him less cautious and more likely to fight until severely injured. If reduced to less than a quarter of his total hit points, though, Kirhosk will use his breath weapon, trying to clear a path to the exit, and then flee.
Str 28, Dex 10, Con 19, Int 12, Wis 13, Cha 12
Cloud of steam 20 ft. high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 20 half; effective both on the surface and underwater. The save DC is Constitution-based.
A dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain’s Profession (sailor) check, whichever is higher. For each size category larger than the dragon turtle's size, it takes a cumulative -10 penalty on this CMB check.