Here are a few monsters I made for my 13th Age campaign, which may or may not be of use to other people out there. The PCs had recruited a group of dwarven sailors to fight a necromancer dragon, so I needed some monsters for that fight.
Probably I made all of these overly complicated. You could probably use one or two and a few simpler creatures and have a good encounter, though.
2nd level Spoiler
C: Music of the Damned With its first standard action, the Zombie Accordionist begins to play its musical instrument. Any creatures that can hear it have to reroll any die that rolls it maximum result (just the first roll is rerolled. If it comes up maximum again you can keep it.) In addition, any enemy with 12 HP or less are affected by its Fear aura (-4 to attack, no escalation die.) These effects all last as long as the zombie accordionist continues to play its instrument.
C: Maddening Chord (all enemies that can hear it play) +9 vs. MD. Hit: 5 psychic damage.
Empty Husk The Zombie Accordionist does not move, take Opportunity Attacks or basic attacks.
3rd level archers
Rusty Scimitar +10 vs. AC. Hit: 10 damage. Miss: The Skeleton Archer takes 1d6 damage.
Wicked Longbow +11 vs. AC. Hit: 9+escalation die damage and attacks against the target add the escalation die to their crit range (normal save ends).
Resist weapons 16+
2nd level dwarven mercenary
Heavy Axe +6 vs. AC. Hit: 4 damage. Natural Even Hit: +1d6 damage per point of escalation die.
Escalator: Thoradin adds the escalation die to his attacks.
Dwarven Defenses: Thoradin adds the escalation die to his AC and PD.
1st level gnome lookout
Dagger +5 vs AC. Hit: 3 damage and one ally gets a +2 to attack the target on their next attack before Flugel’s next turn.
Crossbow +7 vs. AC. Hit: 5 damage and Vulnerable (easy save ends).
Warning Cry Once per battle, Flugel can interrupt an enemy attack. Make a Crossbow or Dagger attack. If it hits, the target is also Dazed until the end of its next turn.
Delayed Healing Something is odd about Flugel. Any healing he receives does not take effect until the round after it normally would.
Small Flugel has +2 to defenses against Opportunity Attacks.
1st level Dwarven hedge wizard
Shocking Grasp +6 vs. PD. Hit: 5 lightning damage and the target pops free from Helja. Miss: Helja takes 3 damage.
Gain Mystic Focus Helja takes a standard action to gain her mystic focus. If Helja still has mystic focus on the start of he turn, she deals 5 damage to a random enemy. Helja loses her focus if she moves or takes any damage.
Illusory Image While the escalation die is odd, Helja can lose focus to redirect an enemy attack on a nearby ally onto a different target that the attack could have hit. Make the attack roll against the new target instead of the original.
Dwarven Defenses Helja adds the escalation die to her MD, but not to her attacks.
1st level Dwarven mooks
Improvised Axes +6 vs. AC. Hit: 5 damage.
Each dwarf also has a special ability:
Zahig is Strong Add the escalation die to his damage.
Orsik is Distracting Enemies engaged with Orsik are Hampered.
Snurri is Tricky Enemies engaged with Snurri subtract the escalation die from their disengage results.
Adrik is Helpful Attacks on an enemy Adrik has engaged add +1 to their critical range. (so most attack will crit on 19 or 20.)
Dwarven Defenses All dwarf sailors add the escalation die to their PD but not to attacks.
Mooks For each 7 damage the dwarven sailors take, one mook is taken out of the fight.
HP 7 each (28 total)