Samakar Mnk6 (CR 6)
Samakar: Male human Mnk 6; CR 6; Medium-size humanoid; HD 6d8+6; hp 33; Init +6; Spd 50 ft.; AC 19, touch 17, flat-footed 17; Atk +8/+5 melee (1d6+4, +1 siangham), or +7/+4 melee (1d8+3, unarmed strike), or +7 ranged (1d8+1/19-20, +1 light crossbow); SA flurry of blows, stunning attack (6/day); SQ evasion, fast movement, purity of body, slow fall (30 ft.), still mind; AL LN; SV Fort +6, Ref +7, Will +8; Str 16, Dex 15, Con 13, Int 12, Wis 17, Cha 10.
Skills and Feats: Balance +8, Climb +6, Concentration +10, Escape Artist +6, Hide +6, Jump +11, Listen +8, Move Silently +9, Spot +4, Swim +6, Tumble +11; Deflect Arrows, Fists of Iron***, Flying Kick**, Improved Initiative, Improved Trip, Power Attack.
Flurry of Blows: Samakar can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece.This penalty applies for 1 round, so it affects attacks of opportunity Samakar might make before his next action. When armed with his siangham, Samakar makes the extra attack either with that weapon or unarmed. In any case, his damage bonus on the attack with his off hand is not reduced.
Stunning Attack (Su): Once per round (but not more than six times per day), Samakar can stun a creature damaged by his unarmed attacks. The foe so struck must make a Fortitude saving throw (DC 16) or be stunned for 1 round in addition to taking normal damage from the attack. Creatures immune to critical hits cannot be stunned with this attack.
Evasion (Ex): If Samakar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Purity of Body: Samakar gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Slow Fall: When he is within arm's reach of a wall, Samakar can use it to slow his descent while falling. He takes damage as if the fall were 30 feet shorter than it actually is.
Still Mind: Samakar gains a +2 bonus on saving throws against spells and effects from the Enchantment school.
Equipment: +1 siangham, +1 light crossbow, ring of protection +1, bracers of armor +2, potion of flaming fists (3)***, potion of cure light wounds (3), potion of heroism (1),thunderstone (3), alchemist's fire (3), 50-foot silk rope, flint and steel, sunrods (3), backpack, 245 gp.
** Taken from Oriental Adventures
*** Taken from Sword and Fist