The Unprepared Lich Test
One of the nicest things about D&D 4th Edition was how compact the stat blocks were for monsters. Rob Heinsoo, lead designer of D&D 4th Edition, seemed to think it was still a good idea when creating 13th Age because that mindset came back in full force in that game. The simplest monster in any dungeon-delving, dragon-slaying game I can think of is either a skeleton or a goblin. In 13th Age, you can fit several stats of each on an index card, while some systems (looking at you 5e) each of those monsters have so much unnecessary fluff like languages spoken, senses and passive perception, speed, and all six ability scores and mods! Absolutely unnecessary fluff to tell you a simple attack bonus with their dagger/spear/shortsword/scimitar, their AC, and one special thing about them.
That said, not all monster stat blocks in 13th Age are simple—but they are all easy.
I want you to imagine a scenario: Your players have completely gone off whatever path you prepared for this session. You are a good GM and you don't force them into what you prepared, but you are hanging on by the skin of your teeth.
Oh no... they went into the obviously-a-lich tomb. The one you were saving for later. Way later. The only thing you have prepared is the stat-block printed out in front of you. You pull it out...
We'll now look at two different stat blocks that you might have printed. I want you to think about how much page flipping you'll have to do to run these monsters.
One of them has a list of twenty-six spells that you absolutely do not know the mechanics of, three special actions, and four special features. One of them has access to five languages that you didn't even think about until you read the stat block. One of them has twelve resistances and immunities that you'll be having to remember as your players try to kill this thing. You sure do hope that truesight sense doesn't come into play.
The other has just three actions and three special features. No spell list, no immunities or resistances to remember in heat of the moment.
Which one do you feel confident running right now as your players roll initiative? Which one lets you stay in the moment?

