Id rather have it as a mid ranged armoured transport sort of thing. if we are going crazy....
20 wounds, wounds table movement, save on table, 10 brave.
ranged weapons options:
2 smaller solar rays similar to the basti, but mounted on either side of its head and only dong 3 shots each (6 total) for 18" 3+H/4+W -1R 1D, 2D if chaos daemons.
second ranged would be two half howdahs on either side of the body, with skinks throwing standard metoric spears (8 Total shots at standard stats) but also one on each side mounting a "salamander gullet cannon" 10" 1D6 shots (each) 2+H/4+W (this weapon’s hit and wound rolls cant be modified, 4+wound roll = 1MW).
Melee attacks would Be:
"Whip like tail" 3" make an attack for every enemy unit in range, 5+/4+ no rend 2 damage,
"Heavy stomp" 2" 2 attacks 4+/2+ no rend 3 damage.
Abilities:
“Ponderous bulk":
This unit cannot run or charge. additionally it ignores wounds inflicted at zero rend.
"Heavy transport":
this unit can be set up with up to 20 wounds of any friendly battleline units at the start of the game (if its summoned it does not have any troops in transport) that can disembark at the end of any movement phase. (this counts as those units/models move for this turn) they must be set up wholly within 3" of this unit, any models that cannot are slain. models with in 3" may embark instead of moving if they are wholly within 3" at the start of the move phase. (units may not embark and disembark in the same movement phase.
All Seraphon wizards know the spell summon thunder lizard it has a casting value of 11.
Table:
0-5 wounds: move 8”, save 3+, transport limit 20W
6-10 wounds: move 6” save 4+, transport limit 15W
11-15 wounds: move 4” save 5+, transport limit 10W
15+ wounds: move 4” save 5+, transport limit 0W
Tags: order, celestial, daemon, Seraphon, monster, skink, thunder lizard