Quaternion Rotation on X Axis

I have a cylinder rotated 90 degrees on its x axis, and the cylinder is rotating around a point in my scene.

transform.RotateAround(PivotPoint.position, Vector3.up, RotateLaserMultiplyer * LaserBoostMultiplyer * Time.deltaTime);

I would like to have the cylinder only rotate on it’s x axis to look at a target. Currently, if the EnemyTarget is above the cylinder it works fine. If the cylinder angle of rotation is greater than 90 degrees (the enemy is below the cylinder) it wobbles way too much.

Quaternion targetRotation = Quaternion.LookRotation(EnemyTarget.position - myTransform.position);
targetRotation.eulerAngles = new Vector3(targetRotation.eulerAngles.x + angleOffset, myTransform.eulerAngles.y, myTransform.eulerAngles.z);
transform.rotation = Quaternion.Lerp(myTransform.rotation, targetRotation, 100);

Any help in correcting this would be appreciated as I am trying to get a better grasp of Quaternions.

Thanks

transform.LookAt(target.position.x, 0, 0);