The Warforged Psychic Warrior / Juggernaut (CR 9) typically uses Expansion, and on the next round charges the closest enemy. If he succeeds, he deals 7d6+10 damage, or more if he expends his focus. In subsequent rounds, he'll either break off to charge other creatures, or he'll remain to be a very big obstacle for his current target to maneuver around. If he's hurt, and he gets hurt thanks to his AC 17, he uses hostile empathic transfer to pull up to 50 damage off his enemies to heal himself.
Meanwhile...
Our Warlock zips around with Fell Flight, using his eldritch blasts to add 4d6 damage per round to the damage totals... If he is threatened, he uses his dimension door-esque invocation to cause major images of himself to appear while he zooms upward or wayward 50 ft, repeating as necessary to distract opponents, assuming they can retaliate when he's airborne with aforementioned Warforged barreling down on them.
As this goes on,
The wereboar Aerenal Scout / Warshaper skims around combat with his base speed of 40, plinking away with his skirmish. He has yet to truly blossom in terms of the damage output or utility, but he hasn't gotten his bow seriously souped up. Typically he's 20 ft ahead of the party prior to combat, and either making lots of noise to be the target, or he's silent to get the drop on foes. This tactic is the cause of his lycanthropy, as the lil squeeker gored him with a partial charge.
And should this all be insufficient,
The conjuror, flitting about with fly, is laying down stinking clouds (which the warforged is immune to), evards black tentacles, and large-huge summoned undead. Depending on his fancy, he might haste the party, or shoot out an enervation.
If things go poorly, the mage has a Wand of Repair Light, and the Warlock has a Wand of Cure Light.
The monsters.. die.