the Jester
Legend
Their damage is now too high. 
Lazarus should have average damage of level + 8, or 15. His wounding dagger averages 18 + ongoing 5- too high IMHO. Also, given that he's going to be getting combat advantage (and thus +4, more when he becomes bloodied) over half the time, I'd set his average damage at level +2 plus ongoing 5 w/o combat advantage- maybe 2d6+4.
Rolf, being a brute, should average (level + 8) x 1.25 damage, so about 17 or 18 points; again, he's doing too much at the moment (19, sometimes plus ongoing 5, plus with a third attack as an at-will immediate action). Personally, I would lower his hammer damage to 2d8+8 and change his cleaver damage to 1d12+7 plus ongoing 5 (it's always good to give your d12s some use!), and then change Smell of Blood- it still feels too soldiery to me- to a recharge 5 6 or maybe recharge when he starts his turn with no adjacent enemies or something. Or swap it out for a more "BAM! Hit you hard!" once per encounter or something that isn't so soldiery.

Lazarus should have average damage of level + 8, or 15. His wounding dagger averages 18 + ongoing 5- too high IMHO. Also, given that he's going to be getting combat advantage (and thus +4, more when he becomes bloodied) over half the time, I'd set his average damage at level +2 plus ongoing 5 w/o combat advantage- maybe 2d6+4.
Rolf, being a brute, should average (level + 8) x 1.25 damage, so about 17 or 18 points; again, he's doing too much at the moment (19, sometimes plus ongoing 5, plus with a third attack as an at-will immediate action). Personally, I would lower his hammer damage to 2d8+8 and change his cleaver damage to 1d12+7 plus ongoing 5 (it's always good to give your d12s some use!), and then change Smell of Blood- it still feels too soldiery to me- to a recharge 5 6 or maybe recharge when he starts his turn with no adjacent enemies or something. Or swap it out for a more "BAM! Hit you hard!" once per encounter or something that isn't so soldiery.