Alright changed up my original a bit for the contest, and may enter a Slann based or Skink based one later.
Champion table:
Champion Followers
Oldblood on Carnosaur 5 units
Scar-Vet on Carnosaur 6 units
Scar-Vet on Cold One 7 units
Sunblood 8 units
Oldblood on Foot 8 units
Followers Table
D6Followers
1- skinks
2- warriors
3- guard
4- knights
5- chameleon skinks
6- kroxigor
Monster Followers
D6 Followers
1- 2 1 unit of 2 razordons or salamanders with handlers
3 1 unit of 3 terradon riders or 3 ripperdactyl riders
4- stegadon
5- bastiladon
6- troglodon
Hero Followers
D6 Followers
1- skink star priest
2- skink priest
3- scar vet on Cold Ones
4- eternity warden
5- starseer
6- astrolith bearer
Followers Reward Table
D6 Reward
1 Recalled From Memory: At the beginning of the game you may choose not to set this unit up instead in any movement phase you may set up this model any where on the board more than 9 inches away from an enemy model.
2 Unstoppable: this unit doesn't take battleshock
3 Starlight Weapons: if the wound roll for a celestite weapon carried by a model from this unit is 6 or higher and it charged in the same turn, the attack inflicts an additional mortal wound.
4 Hard Scales: in your hero phase you can declare hard scale defense. This unit can not take any action during the movement phase, this turn when you make save rolls for models in this unit, ignore enemy's rend characteristic unless it is -3 or better and re-rolls failed save rolls.
5 Savage Memories: models in this unit add 1 to their damage characteristics.
6 Meteor Shower: for every enemy unit within 3 inches of this unit, roll a die for each model in that unit or units. On a 5 or more that model suffers a mortal wound.
Champion Rewards Table
2D6 Result
2 Shady Memory: If the champion is slain you lose D3 glory points (to a minimum of 0) And lose all rewards this champion has gained so far in the campaign.
3 Predatory Instinct: in each hero phase roll a d6. A result of 3 or lower the champion must charge the nearest enemy unit subtract 1 from all hit rolls and add 1 to all wound rolls. On a 4 or more the champion re-rolls all failed hit and wound rolls.
4 Primal Roar: Once per battle you may use the primal roar. If they do so add 1 to the hot roll for the champion and all units from the warband for the rest of the turn.
5 Savage Strength: Add 1 to all wound rolls for attacks made against models with a wound characteristic of 7 or more.
6 Weapon Of The Gods: Choose one weapon used by the champion (it can not be a weapon used by the mount if the champion has a mount) Increase the damage characteristic of that weapon by 1.
7 Scales Like Steel: Add 1 to the wounds characteristic of the champion.
8 Unbreakable: Add 1 to the bravery characteristic for the champion and all units from the warband that are within 8 inches of the champion in the battleshock phase.
9 Celestite Star Shield: Reroll all failed save rolls for the champion.
10 Terrifying Advance: Add 2 to all charge or run rolls made by your champion.
11 Unseen Benefactor: In one of your hero phases choose 3 enemy units. Deal D3 mortal wounds to each of those units. Can only be used once per battle.
12 The Bright Constellation: Once per battle in your hero phase, you can heal all wounds on your Champion. Or if your Champion is slain roll a D6 on a 5 or 6 the champion is set up on the battlefield anywhere more than 9 inches from an enemy unit. This counts as their move for the following movement phase.