These guys are obscure enough that I felt the need to put in a little bit of flavor text for them.

Most of the things that I've been converting have no such need.
CHAGMAT
The chagmat are a race of hideous creatures that resemble upright spiders, with near-humanoid form. These terrifying monsters have warred on mammalian races, from orc to elf to human, and are known to suck the blood out of captive or slain humanoids. These terrifying creatures are without scruples or mercy; only by agreeing to help them gather more “food” can mammals hope to survive in an area ruled by chagmat.
CHAGMAT WARRIOR--- Level 2 Soldier
Medium natural magical beast--- XP 125
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Initiative +5; Senses Perception +2
HP 37; Bloodied 18
AC 18; Fortitude 14; Reflex 14; Will 13
Resist poison 5
Speed 6, climb 4 (spider climb)
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[Melee basic] Longsword (standard; at will)
Weapon: +8 vs. AC; 1d8+2 damage.
[Melee] Double Sword (standard; at will)
Weapons: The chagmat makes two longsword attacks at a single target or two adjacent targets.
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Alignment evil; Languages Chagmat, Common
Str 15; Dex 14; Wis 13
Con 13; Int 11; Cha 11
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Equipment studded leather armor, 2 shields, 2 longswords
CHAGMAT CAPTAIN--- Level 4 Soldier
Medium natural magical beast--- XP 175
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Initiative +5; Senses Perception +2
HP 53; Bloodied 26
AC 20; Fortitude 17; Reflex 16; Will 16
Resist poison 5
Speed 6, climb 4 (spider climb)
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[Melee basic] Longsword (standard; at will)
Weapon: +11 vs. AC; 1d8+4 damage.
[Melee] Double Sword (standard; at will)
Weapons: The chagmat makes two longsword attacks at a single target or two adjacent targets.
[Ranged] Spit Poison (minor; encounter)
Poison: Range 4; +9 vs. Fortitude; 3d6+4 poison damage plus ongoing 5 poison.
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Alignment evil; Languages Chagmat, Common
Str 18; Dex 14; Wis 15
Con 13; Int 11; Cha 11
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Equipment studded leather armor, 2 shields, 2 longswords
CHAGMAT PRIEST--- Level 8 Controller (Leader)
Medium natural magical beast--- XP 175
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Initiative +6; Senses Perception +x, special senses
HP 89; Bloodied 44
AC 22; Fortitude 20; Reflex 20; Will 20
Resist poison 10
Speed 8, climb 6 (spider climb)
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[Melee basic] Mace (standard; at will)
Weapon: +13 vs. AC; 1d8+5 damage.
[Melee] Poisonous Blow (standard; at will)
Weapon: Requires mace; +13 vs. AC; 1d8+5 damage plus 1d6 poison damage.
[Area] Poison Web (standard; encounter)
Implement, Poison: Burst 3 within 10; creates a zone of poisonous webs that persists for five minutes or until the end of the encounter. The area becomes difficult terrain, and a creature that ends its turn in the web becomes immobilized (save ends). And creature that starts its turn in the zone takes 10 points of poison damage.
[Ranged] Spit Poison (minor; recharges when first bloodied)
Poison: Range 4; +9 vs. Fortitude; 3d8+5 poison damage plus ongoing 5 poison.
Spider’s Frenzy (minor; encounter): Close burst 5; all chagmat and spider allies slide 2 squares closer to the closest enemy to them.
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Alignment evil; Languages Chagmat, Common
Str 16; Dex 14; Wis 21
Con 17; Int 13; Cha 18
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Equipment studded leather armor, unholy spider symbol, mace