Here's an Elite version of Boreus I came up with.
Note that I've added a leader power to him.
Inquisitor Boreus Level 7 Elite Controller (Leader)
Medium natural humanoid XP 600
Initiative +4 Senses Perception +11; darkvision
HP 154; Bloodied 77
AC 21; Fortitude 18; Reflex 19; Will 20
Saving Throws +2
Speed 6
Action Points 1
Inquisitor's Claw (standard; at-will) • Weapon
+12 vs AC; 1d6 + 6 damage (critical 1d6 + 12)
Inquisitor's Fury (standard; at-will) • Divine, Weapon
+12 vs AC; 1d6 + 6 damage (critical 1d6 + 12) and if the target is under the Oath-Mark Boreus can push 2 another enemy adjacent to him
Double Attack
Boreus makes two attacks. Either an Inquisitor's Claw or an Inquisitor's Fury attack.
Banish the Infidels (standard; encounter) • Divine, Radiant, Weapon
Close burst 3; targets enemies; +11 vs Will; 3d6 + 4 radiant damage, and the Inquisitor teleports each enemy within 2 squares of the target up to 2 squares.
Righteous Stride (move; encounter) • Divine
Boreus shifts 5 squares and gains +2 to AC and Reflex until the one of his next turn
Get It Off Me! (free 1/round; at-will)
Close Burst 5; Choose an ally in range. Before the end of his next turn, the next melee attack the ally makes against an enemy adjacent to Boreus gains +2 to hit and pushes 1 (or increase it's push by 1 if the attack already pushed)
Leska's Vengeance (standard; at-will) • Divine, Implement, Radiant
Range 10; +12 vs Reflex; 1d8 + 4 radiant damage (crit 12+1d6 radiant), and the Inquisitor gains 3 temporary hp.
Rebuke Lesser Arcane Magic (standard; recharge 6)
Ranged 10, targets a conjuration or zone made by an arcane power; +11 vs. Will of originating caster; the conjuration or zone is destroyed, including any of its ongoing effects, even those normally lasting until a target saves.
Oath-Mark (minor; recharge special)
Close Burst 10; targets one enemy the Inquisitor can see. If the target is the only enemy adjacent to the Inquisitor, the Inquisitor makes two attack rolls and takes either result. The effect lasts until the target drops to 0 hp or the encounter ends. The power then recharges automatically.
Summon Skeletons (standard; encounter) • Conjuration, Divine
Close Blast 2; The Inquisitor summons 3 Decrepit Orc Skeletons within the blast. The skeletons have an initiative equal to the Inquisitor, and are dazed on the round they were summoned.
Dogged Pursuit
If the Inquisitor’s oath-marked target moves away willingly from the Inquisitor, the Inquisitor gains +3 to damage rolls against that target until the end of the Inquisitor’s next turn.
Alignment Evil Languages Common, Giant
Skills Arcana +10, Intimidate +9, Religion +10
Str 12 (+4) Dex 12 (+4) Wis 16 (+6)
Con 13 (+4) Int 15 (+5) Cha 12 (+4)
Equipment Inquisitor's Claw