Samakar Mnk16 (CR 16)
Samakar: Male human Mnk 16; CR 16; Medium-size humanoid; HD 16d8+16; hp 88; Init +6; Spd 80 ft.; AC 31, touch 24, flat-footed 29; Atk +20/+17/+14/+11 melee (1d6+8, +5 siangham of flying), or +15/+12/+9/+6 melee (1d20+3, unarmed strike), or +17/+12/+7 melee (1d4+5/19-20, +2 dagger of silent moves), or +19 ranged (1d8+5/19-20, +5 light crossbow); SA flurry of blows, ki strike (+3), quivering palm, stunning attack (16/day); SQ abundant step, diamond body, diamond soul 26, evasion, fast movement, improved evasion, leap of the clouds, purity of body, slow fall (50 ft.), still mind, wholeness of body 32; AL LN; SV Fort +14, Ref +15, Will +17; Str 17, Dex 15, Con 13, Int 13, Wis 18, Cha 10.
Skills and Feats: Balance +13, Climb +10, Concentration +16, Escape Artist +14, Hide +11, Jump +14, Listen +14, Move Silently +19, Spot +8, Swim +12, Tumble +23; Deflect Arrows, Expertise, Falling Star Strike**, Fists of Iron***, Flying Kick**, Improved Disarm, 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. If 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.
Ki Strike (Su): Samakar's unarmed strike can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +3 enhancement bonus.
Quivering Palm (Su): Once per week, Samakar can use an unarmed strike to set up vibrations within the body of another creature that can then be fatal if Samakar so desires. Samakar must have more monk levels than the target has Hit Dice. If the target takes damage from Samakar's blow, the quivering palm attack succeeds. Thereafter, Samakar can choose to try to slay the victim at any later time within 16 days by simply willing the target to die (a free action). Unless the target makes a Fortitude saving throw (DC 22), it dies. If the save is successful, the target is no longer in danger from that particular quivering palm attack.
Stunning Attack (Su): Once per round (but not more than sixteen times per day), Samakar can stun a creature damaged by his unarmed attacks. The foe so struck must make a Fortitude saving throw (DC 22) 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.
Abundant Step (Sp): Samakar can slip magically between spaces, as per the spell dimension door, once per day.
Diamond Body (Su): Samakar gains immunity to poison of all kinds.
Diamond Soul: Samakar gains spell resistance 26.
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.
Improved Evasion: 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. In addition, he takes only half damage on a failed save.
Leap of the Clouds: Samakar's jumping distance (vertical or horizontal) is not limited according to his height.
Purity of Body: Samakar gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Slow Fall: A monk within arm's reach of a wall can use it to slow his descent while falling. Samakar takes damage as if the fall were 50 feet shorter than it actually is.
Still Mind: Samakar gains a +2 bonus on saving throws against spells and effects from the Enchantment school.
Wholeness of Body (Su): Samakar can cure up to 32 hit points of his own wounds each day, and he can spread this healing out over several uses.
Equipment: +5 siangham of flying**, +2 dagger of silent moves, +5 light crossbow, +5 ring of protection, ring of shocking blows***, cloak of resistance +3, bracers of armor +7, potion of flaming fists (2), potion of cure light wounds (3), potion of cure serious wounds (3), potion of heroism (3), sandals (boots) of speed, silent bell talismans (2), thunderstone (3), alchemist's fire (3), 50-foot silk rope, flint and steel, sunrods (3), backpack.
* bonus from dagger of silent moves
** Taken from Oriental Adventures
*** Taken from Sword and Fist