Quaternion.Lerp && Slerp Causing Strange Distortion to the Character Renderer

For some reason Quaternion.lerp is messing with my local scale and causing the character to warp and become skewed.

as you can see the characters on the left are un-skewed and the knight on the right is stretched. The local scale is supposed to be .25 in the xyz.

The code that handles this rotation is this. Basically i wanted a simple code that rotated the enemy AI 180 degrees when the enemy was passed by the player. I added in another condition to ensure that it wouldn’t interrupt a turn. I thought that maybe that was what was originally causing it, but it didn’t seem to help. When i set transform.rotation manually it doesn’t skew the character.

                if(facingForward && transform.rotation.y != 180)
                {
                    if (turnDir == TurnDir.None || turnDir == TurnDir.TurningForward)
                    {
                        Quaternion rot = Quaternion.Lerp(transform.rotation, Quaternion.Euler(0, 180, 0), turnDamp);
                        transform.rotation = rot;
                        turnDir = TurnDir.TurningForward;
                    }
                    //transform.rotation = Quaternion.Euler(0, 180, 0);
                }
                else if(!facingForward && transform.rotation.y != 0)
                {
                    if (turnDir == TurnDir.None || turnDir == TurnDir.TurningBackwards)
                    {
                        Quaternion rot = Quaternion.Lerp(transform.rotation, Quaternion.Euler(0, 0, 0), turnDamp);
                        transform.rotation = rot;
                        turnDir = TurnDir.TurningBackwards;
                    }
                    //transform.rotation = Quaternion.identity;
                }
                if(lastRot == transform.rotation)
                {
                    turnDir = TurnDir.None;
                }
                lastRot = transform.rotation;
            }
            yield return null;
        }