13th Age has rules for monster creation and customization. It should be pretty straightforward to look at the 4e monsters, divide the level by 3 to get an approximate 13th Age level, then adjust by size or status. For large or elite monsters, add a level. For huge or bigger, or solos, add two levels. Minions become mooks. Then use the 13th Age monster stats by level charts and maybe tweak attacks or defenses by a point or two to suit your sensibilities.
The 13th Age monster charts give the monsters expected damage per round in one lump sum. But if you look at the existing 13th Age monsters, they sometimes divide that up across multiple smaller attacks, or special attacks that trigger on certain rolls.
For special abilities, you wouldn't want to bring over all the 4e monsters powers. Its probably too many. Pick 1-3 of the most iconic or interesting powers and then using the existing 13th Age monster powers for inspiration, convert them into something similar. Be sure to be cognizant that the monsters damage per round isn't too far out of whack with what they are expected to have at that level.