This is basically what i have to work with as far as troops.
1 slann
2 old blood carnosaur
1 old blood
1 astro-boy
2 skink starpriest
10 skink blowpipe
10 skink blowpipe
10 warriors club
10 warriors spears
6 aggradons (knights on bigger base)
6 aggradons (knights on bigger base)
6 kroxigor
1 stegadon
2 spawn of chotec
That's a pretty good pool too work with.
The 12 Aggradons are great hammers that will cut through most of what Seraphon has pretty quickly with a little buffing. Buff them with Koatl's Claw's +1 to wound on charge, All Out Attack, Serpent Staff and Empowered Celestite. They are equal or better with clubs against everything Seraphon has except the Bastiladon. Even with Mystic Shield or All Out Defense, Seraphon only gets to 3+ saves, where clubs and spears break even. And the Star Priests' Serpent Staff, which is best used to buff the Aggradons of everything you have, buffs clubs better than spears.
Let's do an analysis: 6 Aggradon Lancers with Clubs charging into Lord Kroak with All-Out Defense, 6+ Ward from an Astrolith Bearer and 5 Saurus Guard to bodyguard for him.
Kroak has 18 wounds and the Saurus Guard have 10. As you attack Kroak, ⅔ of the wounds will go to the Saurus Guard, and their 6+ ward will negate ⅙ of those. The ward means you must deal 12 wounds to the Guard before they stop soaking up damage from Kroak. To deal 12 wounds to the Guard, you must deal 18 wounds to Kroak, after save rolls. Kroak has a 4+ save; 3+ with All-Out Defense, but your Aggradon will be at -1 and -2 rend, depending on the weapon profile, or better with Empowered Celestite. Because there are variables here, let's save that analysis for later and just note that we need 18 wounds to get to Kroak after saves to eliminate the Guard, and Kroak will have taken 6 wounds that the Guard missed. If we want to guarantee Kroak's death, we need to deal 12 more wounds, but for those Kroak will not have the Guard. He'll have the Astrolith's 6+ ward though. So on effect, we will need about 15 more wounds, after Kroak's save rolls. That's 33 wounds we need to deal, after saves. That's a lot, but we can get close with 6 Aggradons.
Against Kroak's 3+ save with All-Out Defense, 6 Aggradons with clubs will average 14.89 wounds. Add in +1 to wound on the charge from Koatl's Claw and it's 18.61 wounds. That's enough to finish off the Guard, but not enough to guarantee Kroak dies. All-Out Attack will boost it to 23.7 wounds. Serpent Staff takes it to 28.31. Empowered Celestite gets it to 30. That's a lot of wounds. It will finish off the Guard and on average leave Kroak with 15 allocated wounds. If Kroak takes 15 wounds, he has a 98.15% chance of dying. That will probably do it. It's probably overkill. But be aware that falling a little short of 30 wounds, and getting 28 wounds, leaves Kroak with a 10% chance of survival instead of a 2% chance. That's still low, but 5x better for Kroak.
But to be safe, before the attack, your could soften him up with MW from an endless spell or shooting from the Stegadon, if it has the Skystreak Bow.