Here is the example for:
Level 7 solo controller, leader (1500)
Level 7 brute x2 (300x2=600)
Level 7 soldier x2 (300x2=600)
[sblock]
Mercenary Boss - Level 7 Solo Controller, Leader
medium natural humanoid - XP 1500
Initiative +6; Senses Perception +5
HP 320; Bloodied 160
AC 21; Fortitude 20, Reflex 18, Will 19
Speed 6
Action Points 2
Saving Throws +5
TRAITS
:aura: Blood's courage * Aura 5
While there is a bloodied ally within the aura, the mercenary boss gains a +2 bonus to attack rolls. Also, allies within the aura deal 2 extra damage while the mercenary boss is bloodied.
Tough as Nails
If the mercenary boss begins his turn dazed, stunned, or dominated, he makes a saving throw to end the effect (whether the effect allows a save or not). Even if the save fails, these effects end at the end of the mercenary boss's turn.
STANDARD ACTIONS
Flail (weapon) * At-Will
+12 vs. AC; 2d6+8 damage and slide target 2 squares.
Javelin (weapon) * At-Will
+12 vs. AC; 2d6+8 damage and target is slowed.
Javelin (weapon) * At-Will
Ranged 10/20; +12 vs. AC; 2d6+8 damage.
Flail (weapon) * At-Will
Enemies in close burst 2; +12 vs AC; 2d6+4 damage and slide target 1 square.
Two weapon attack (weapon) * At-Will
The mercenary boss makes two melee basic attacks (one flail and one javelin).
Tactical Javelin Throw (weapon) * Recharge

Ranged 10/20; +10 vs. Fort; 4d6+8 damage and target is dazed (save ends).
Miss: Half damage.
Effect: One ally within 5 squares of the mercenary boss may charge the target or make a melee basic attack against the target.
Ordered Assault * Encounter
All allies within 5 squares of the mercenary boss make a melee basic attack with a +2 bonus to the attack roll.
MINOR ACTIONS
Keep on Fighting (Healing) * Encounter
Two allies within 5 squares of the mercenary boss regain 20 hit points.
TRIGGERED ACTIONS
Tripping Flail (weapon) * At-Will
Trigger: An enemy enters a square adjacent to the mercenary boss
Attack (immediate reaction): Melee weapon, +12 vs AC
Hit: 2d6+8 damage and target is knocked prone.
Frantic Order * Encounter
Trigger: The mercenary boss is bloodied.
Effect: Ordered Assault recharges, and the mercenary boss uses it as a free action.
Skills Athletics +13, Insight +10, Intimidate +10
Str 20 (+8) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 11 (+3) Cha 15 (+5)
Alignment Neutral; Languages Common, Giant
Equipment: hide armor, flail, 5 javelins.
Mercenary Boar Clan Warrior - Level 7 Brute
medium natural humanoid - XP 300
Initiative +5; Senses Perception +6
HP 98; Bloodied 49
AC 19; Fortitude 21, Reflex 19, Will 17
Speed 6
TRAITS
Boar's Charge
The boar clan warrior deals 5 extra damage with charge attacks, pushes the target 2 squares and knocks the target prone.
STANDARD ACTIONS
Maul (weapon) * At-Will
+12 vs. AC; 3d6+6 damage.
Goring Attack * Encounter
This power may be used as a charge attack; +12 vs. AC; 3d8+6 damage, ongoing 5 damage (save ends)
MINOR ACTIONS
Head Butt * At-will (once per turn)
+10 vs. Fortitude; 5 damage, target is pushed 1 square.
TRIGGERED ACTIONS
Death Strike * Encounter
Trigger: The boar clan warrior drops to 0 hit points.
Effect (No Action): The boar clan warrior makes a melee basic attack.
Skills Athletics +12, Endurance +12, Nature +11
Str 19 (+7) Dex 14 (+5) Wis 17 (+6)
Con 18 (+7) Int 10 (+3) Cha 8 (+2)
Alignment Neutral; Languages Common, Giant
Equipment: Hide armor, maul, boar tusk helmet
Mercenary Eldritch Knight - Level 7 Soldier
medium natural humanoid - XP 300
Initiative +8; Senses Perception +5
HP 82; Bloodied 41
AC 23; Fortitude 20, Reflex 18, Will 19
Speed 6
TRAITS
:aura: Protector * Aura 1
Enemies who move out of the aura take 10 damage.
STANDARD ACTIONS
Longsword (weapon) * At-Will
+12 vs. AC; 2d8+6 damage.
Eldritch Attack (weapon) * At-Will
+12 vs. AC; 2d8+6 damage, slide target 1 square, and shift 1 square.
Binding attack (weapon) * Recharge

+12 vs. AC; 3d8+6 damage, target is immobilized until the end of the eldritch knight's next turn.
Eldritch Grasp (psychic) * Encounter
Ranged 10; +10 vs. Reflex; 3d8+6 psychic damage, target is slowed and dazed (save ends both). Miss: 5 psychic damage, target is slowed (save ends)
MINOR ACTIONS
Eldritch Mark * At-Will
One target within two squares of the eldritch knight is marked by him. The eldritch knight can only have one target marked at a time.
TRIGGERED ACTIONS
Eldritch Retribution (psychic) * At-Will
Trigger: An enemy marked by the eldritch knight hits with an attack that does not include the eldritch knight.
Effect (immediate reaction): the marked target takes 3d10 psychic damage.
Shadow touched * Encounter
Trigger: When hit.
Effect (immediate interrupt): the eldritch knight becomes insubstantial until the end of its next turn.
Skills Arcana +13, Endurance +12
Str 14 (+5) Dex 17 (+6) Wis 15 (+5)
Con 18 (+7) Int 20 (+8) Cha 8 (+2)
Alignment Neutral; Languages Common, Draconic
Equipment: leather armor, longsword
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It might need some tweaking here and there, but hopefully most of it is clear.