It’s a bit quiet on the homebrew creature front at the moment so I thought I would share a couple of elites I used as part of an encounter in my groups last side quest.
They worked quite well as a team, and turned out to be a reasonable enough threat for my PCs. In essence the role they played was a last bit of softening up before the grand finale.
Primal Ogre Level 24 Elite Brute
Large Elemental Humanoid (forged) XP 12,100
Initiative +19 Senses Perception +12, darkvision
Attuned Nimbus (variable) aura 1; When Ogre activates its variable
resistance this aura is also activated; all creatures entering or starting
their turn inside aura take 15 (resistance) damage
HP 556; Bloodied 278; also see Attuned Breath
AC 36; Fortitude 39, Reflex 36, Will 35
Resist 20 variable (1/encounter)
Saving Throws +2
Speed 7
Action Points 1
Forge Hammer (Standard; at-will)
Reach 2; attack +27 vs. AC; 4d6+11 damage
Hammer and Block (Standard; at-will)
Ogre makes a Forge Hammer attack against a primary target; hit or miss
Ogre makes the following secondary attack; burst 1; does not target
primary target; attack +25 vs. Fortitude; 1d10+11 damage; on hit target
takes a -4 penalty to all attacks against Ogre until the start of Ogres next
turn
Attuned Hammer (Standard; recharge 
) ♦ variable, only after
activating variable resistance
Can only be used after Ogre has activated its variable resistance; reach
2; attack +28 vs. AC; 4d6+11 +4d6 (resistance type) damage; if this
attack scores a critical then the target is dazed and gains vulnerability 15
(resistance type) (save ends both)
Attuned Breath (Minor; recharge 

) ♦ variable, when blooded
only
Can only be used after variable resistance has been activated and while
the Ogre is bloodied; close blast 4; attack +25 vs. Reflex; 2d10+9
(resistance) damage
Alignment Chaotic Evil Languages primordial
Skills Athletics +28, Endurance +26
Str 32 (+23) Dex 24 (+19) Wis 10 (+12)
Con 28 (+21) Int 12 (+13) Cha 22 (+18)
Equipment forge hammer
Primal Goblin Level 22 Elite Skirmisher
Small Natural Humanoid XP 8,300
Initiative +23 Senses Perception +21, low light vision
HP 416; Bloodied 208
AC 36; Fortitude 34, Reflex 37, Will 33
Resist 10 poison, 10 lightning
Saving Throws +2
Speed 8
Action Points 1
Forge Rapier (Standard; at-will)
Attack +27 vs. AC; 3d6+10 damage
Cruel Dagger (Standard; at-will) ♦ poison
Attack +25 vs. Reflex; 1d4+10 damage; on hit target takes 15 ongoing
poison damage (save ends), this attack scores a critical hit on an 18-20
which increases the ongoing poison duration to (2 saves ends)
Double Slash (Standard; at-will)
Goblin makes a Forge Rapier and Cruel Dagger attack and may shift 1
square between attacks; Goblin may teleport 3 squares after making its
second attack
Riposte and Retreat (Immediate Reaction; at-will) ♦ when attacked
by an adjacent enemy
When attacked by an adjacent enemy Goblin may make either a Forge
Rapier or Cruel Dagger attack against it's aggressor as an immediate
reaction; hit or miss Goblin may teleport 3 squares
Primal Spark (Minor; recharge 
) ♦ lightning
Range 5; attack +25 vs. Will; on hit target is dazed (save ends)
Primal Lightning (Standard; encounter) ♦ lightning
Area burst 1 within 15; attack +25 vs. Reflex; 4d10+6 lightning damage;
on hit target is stunned and takes 10 ongoing lightning damage (save ends
both)
Combat Advantage
Goblin deals an additional 2d6 damage with melee attacks against targets
granting it combat advantage
Alignment Chaotic Evil Languages primordial
Skills Acrobatics +26, Stealth +26
Str 20 (+16) Dex 30 (+21) Wis 20 (+16)
Con 24 (+18) Int 18 (+15) Cha 22 (+17)
Equipment forge rapier, cruel dagger
Anyway, I hope you find them interesting.
They worked quite well as a team, and turned out to be a reasonable enough threat for my PCs. In essence the role they played was a last bit of softening up before the grand finale.
Primal Ogre Level 24 Elite Brute
Large Elemental Humanoid (forged) XP 12,100
Initiative +19 Senses Perception +12, darkvision
Attuned Nimbus (variable) aura 1; When Ogre activates its variable
resistance this aura is also activated; all creatures entering or starting
their turn inside aura take 15 (resistance) damage
HP 556; Bloodied 278; also see Attuned Breath
AC 36; Fortitude 39, Reflex 36, Will 35
Resist 20 variable (1/encounter)
Saving Throws +2
Speed 7
Action Points 1

Reach 2; attack +27 vs. AC; 4d6+11 damage

Ogre makes a Forge Hammer attack against a primary target; hit or miss
Ogre makes the following secondary attack; burst 1; does not target
primary target; attack +25 vs. Fortitude; 1d10+11 damage; on hit target
takes a -4 penalty to all attacks against Ogre until the start of Ogres next
turn



activating variable resistance
Can only be used after Ogre has activated its variable resistance; reach
2; attack +28 vs. AC; 4d6+11 +4d6 (resistance type) damage; if this
attack scores a critical then the target is dazed and gains vulnerability 15
(resistance type) (save ends both)




only
Can only be used after variable resistance has been activated and while
the Ogre is bloodied; close blast 4; attack +25 vs. Reflex; 2d10+9
(resistance) damage
Alignment Chaotic Evil Languages primordial
Skills Athletics +28, Endurance +26
Str 32 (+23) Dex 24 (+19) Wis 10 (+12)
Con 28 (+21) Int 12 (+13) Cha 22 (+18)
Equipment forge hammer
Primal Goblin Level 22 Elite Skirmisher
Small Natural Humanoid XP 8,300
Initiative +23 Senses Perception +21, low light vision
HP 416; Bloodied 208
AC 36; Fortitude 34, Reflex 37, Will 33
Resist 10 poison, 10 lightning
Saving Throws +2
Speed 8
Action Points 1

Attack +27 vs. AC; 3d6+10 damage

Attack +25 vs. Reflex; 1d4+10 damage; on hit target takes 15 ongoing
poison damage (save ends), this attack scores a critical hit on an 18-20
which increases the ongoing poison duration to (2 saves ends)

Goblin makes a Forge Rapier and Cruel Dagger attack and may shift 1
square between attacks; Goblin may teleport 3 squares after making its
second attack

by an adjacent enemy
When attacked by an adjacent enemy Goblin may make either a Forge
Rapier or Cruel Dagger attack against it's aggressor as an immediate
reaction; hit or miss Goblin may teleport 3 squares



Range 5; attack +25 vs. Will; on hit target is dazed (save ends)

Area burst 1 within 15; attack +25 vs. Reflex; 4d10+6 lightning damage;
on hit target is stunned and takes 10 ongoing lightning damage (save ends
both)
Combat Advantage
Goblin deals an additional 2d6 damage with melee attacks against targets
granting it combat advantage
Alignment Chaotic Evil Languages primordial
Skills Acrobatics +26, Stealth +26
Str 20 (+16) Dex 30 (+21) Wis 20 (+16)
Con 24 (+18) Int 18 (+15) Cha 22 (+17)
Equipment forge rapier, cruel dagger
Anyway, I hope you find them interesting.