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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Class Conversions>Monks
MONKS
FROM: D&D 3rd Edition
TO: HERO System 5th Edition
Monks train in the art of unarmed combat, honing their bodies into a weapon, and eventually developing a number of supernatural powers in the process.
Eventually, a Monk's bare hands become far more lethal than any mere mundane weapon. Many an overconfident swordsman has been brought low by a "unarmed & helpless" practitioner of barehanded fighting arts.
Monks develop their fighting skills much like a Fighter, but most also develop mystic powers and feats requiring unity of their mind, body, and spirit. Monk characters are well served by solid Characteristics, particularly STR, DEX, CON, BODY, END, STUN, REC, and EGO. As Monks generally don't wear armor, a good DCV and the ability to absorb a little damage are also essential. A starting Monk with high Characteristics and one or two special abilities can be a very viable character.
In the HERO System, a Monk would be well advised to take full advantage of the HERO System Martial Arts mechanics, which are perhaps the best to be found in any RPG on the market, or at a minimum a serious contender for the title. I highly recommend the HERO Games supplement The Ultimate Martial Artist (UMA) for any Fantasy HERO setting that includes some form of Martial Art.
The following guidelines provide advice on how to take D&D Monks and convert them into the HERO System.
Monk Class Ability Considerations
MEDITATION
Several of the Class Ability conversion suggestions below take a Limitation "Requires a Meditation Skill Roll". The Powers which take this Limitation expect that the character will have a Power Skill (EGO): Meditation with which to make these required rolls. If they do not, you will need to remove the Limitation from the suggested abilities and replace it or refactor the listed costs.
MEDITATION AS POWER SKILL
Meditative Arts: Power Skill (EGO): Meditation
Real Cost: 3 Points
ARMOR CLASS BONUSES
Monks had a couple of different bonuses to their Armor Class in the source material; one from their Wisdom Bonus if any and another from a Class Feature. The HERO System lacks the Armor Class concept, but Combat Luck can function similarly. For greater degrees of protection, buy more levels of Combat Luck.
MONK AC BONUSES AS COMBAT LUCK
Best Way To Not Get Hurt: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
Real Cost: 4 Points per level
STRONG SAVES
Monks were unique (at least initially) in that all three of their "Saving Throws" were "strong", meaning they had the best possible rate of bonus advancement.
The HERO System lacks the "Saving Throw" concept. However, a similar ability can be modeled using Damage Reduction that allows a Character to take less damage or effect based upon a die roll. There are many options to contend with if taking this approach; the following list shows only a few of them.
STRONG SAVES AS DAMAGE REDUCTION OPTIONS
7 Basic Fortitude: Physical Damage Reduction, Resistant, 25%; Requires A CON Roll (-1)
7 Basic Reflex: Energy Damage Reduction, Resistant, 25%; Requires A DEX Roll (-1)
7 Basic Will: Mental Damage Reduction, Resistant, 25%; Requires An EGO Roll (-1)
15 Fortitude: Physical Damage Reduction, Resistant, 50%; Requires A CON Roll (-1)
15 Reflex: Energy Damage Reduction, Resistant, 50%; Requires A DEX Roll (-1)
15 Will: Mental Damage Reduction, Resistant, 50%; Requires An EGO Roll (-1)
30 Advanced Fortitude: Physical Damage Reduction, Resistant, 75%; Requires A CON Roll (-1)
30 Advanced Reflex: Energy Damage Reduction, Resistant, 75%; Requires A DEX Roll (-1)
30 Advanced Will: Mental Damage Reduction, Resistant, 75%; Requires An EGO Roll (-1)
15 Spell Resistance: Magic Damage Reduction, Resistant, 25%
30 Spell Resistance: Magic Damage Reduction, Resistant, 50%
60 Spell Resistance: Magic Damage Reduction, Resistant, 75%

NOTE : The RSR Limitation values will be lower for Characters with higher values in their CON, DEX, and / or EGO Characteristics.

NOTE: Other Limitations can be applied instead of or in addition to the ones indicated. Consult your GM with any ideas you might have.
ATTACKS PER ROUND
Some Characters and Monsters get more Attacks per Round than others in D&D 3e, and this bears special consideration when converting into the HERO System.
For starters, all Characters are going to get more "attacks per round" (or per six seconds to be more accurate) in the HERO System because the basic design of the combat system revolves around twelve second Turns in which all Characters make at least one action, and often many more than one.
However there are several mechanisms available to ensure that those that have a lot of Attacks in D&D 3e maintain their edge in melee nonetheless.
SPEED Figured Characteristic
The most direct method of increasing one's actions in the HERO System is to simply buy more SPEED. However since Fantasy HERO is a Heroic level game with Normal Characteristic Maxima in place this can get expensive once the Maxima has been hit. Due to the "force multiplying" effect of SPEED, many GM's will actively resist Character concepts pertaining to increasing it too far.
 But, if your GM is amenable, even a single point of SPEED over the Characteristic Maxima can give a definite edge in combat and should be considered.
MORE ATTACKS AS SPEED OVER NCM
Killing Machine: +1 SPD (Over Characteristic Maxima)
Real Cost: 20 points
Sweep
Sweep is an Optional Combat Maneuver which is accessible to all Characters for free if it is allowed at all. 
Sweep allows a Character to attack multiple opponents in HtH as long as they are within melee range, but at a stiff to hit penalty. To ensure superiority at it a Character could buy several +2 OCV Combat Skill Levels with Sweep.
MORE ATTACKS AS CSL's WITH SWEEP
Willow parted Four Times: +6 OCV with SWEEP {allows four strikes without penalty}
Real Cost: 12 points
NPA Autofire
Alternately, with your GM's permission, you can buy an Autofire Naked Power Attack (NPA) usable with any weapon of up to a certain amount of Active Points.
This is a personal ability inherent to the Character, and it is usable with any weapon of the appropriate type. This will enable your Fighter to strike multiple times with each attack as described under Autofire. However few GM's would permit NPA's  taken to be applied to free Equipment; due to their overpowering efficiency.
If their use is common place then it likely balances out but if only a few characters have access to such abilties (such as the PC's for instance), it can be very unbalancing. Check with your GM prior to taking any NPA based ability to determine whether or not the allow them in their campaign.
MORE ATTACKS AS NPA AUTOFIRE
Flurry of Strikes: Naked Modifier, Autofire (3 shots; +1/4) for up to 4d6 HKA (15 Active Points); OIF (Sword of Opportunity, -1/2) Costs 1 END
Real Cost: 10 points
Signature Power
With your GM's permission you could buy a special Attack Power that allows your Character to do damage to more than one opponent at a time.
You can use variations on Area of Effect: Any Area with No Range to indicate an ability to accurately attack all the hexes adjacent to your character, for example.
This is a more expensive option, but it makes for interesting flavor for a given Character; also, don't forget the advantage of only needing to hit a hexes DCV of 3.
MORE ATTACKS AS SIGNATURE AOE POWER
Reaping the Whirlwind: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4), Area Of Effect (4" Any Area; +1) (67 Active Points); OIF (Sword of Opportunity; -1/2), All hexes must be adjacent to own hex (-1/2) Costs 7 END
Real Cost: 33 points
FLURRY OF BLOWS
Another option is to take Two-Weapon Fighting (HtH) which allows two attacks per Phase without an OCV penalty (though there are some other downsides to its use), and more with a penalty.
FLURRY OF BLOWS AS TWO WEAPON FIGHTING (TWF)
Flurry of Blows: Two-Weapon Fighting (HtH)
Real Cost: 10 points

EFFECTIVE UNARMED STRIKES

A feature unique to the Monk (at least originally), the ability to fight effectively bare-handed was a significant Class Feature and as a Monk advanced a major advantage in terms of the sheer punishment that a Monk could dish out compared to mundane weapons (eventually the Monk did 1d20 with as many as five Unarmed Strikes per round, not counting Flurry of Blows). In D&D 3e, the Monk's martial arts were abstracted, with greater skill expressed only has a bigger damage die. The HERO System can be similarly abstracted, but also has several ways to express a much more detailed interpretation.

STR

All characters in the HERO System may strike things with their bare hands if they wish for STR damage. A Monk might opt to buy his STR up so that he inflicts more damage when using this built in feature of the game system. This is an abstracted means of handling "martial arts".
MARTIAL ARTS AS STRENGTH
Big Monk On Campus: +10 STR
Real Cost: 10 Points (unless STR Maximum exceeded)

HAND ATTACK

Alternately, you might represent your Character's Martial Arts with a simple Hand Attack, with the details being handled as SFX and flavor. This is an abstracted means of handling "martial arts".
MARTIAL ARTS AS HAND ATTACK
Hit Like A Brick: +5d6 Hand Attack; Hand Attack (-1/2)
Real Cost: 17 Points; 3 END per Strike

HAND KILLING ATTACK

Similar (and perhaps in addition to) the Hand Attack option above, you might represent your Martial Arts with a simple Hand Killing Attack, with the details being handled as SFX and flavor. This is an abstracted means of handling "martial arts".
MARTIAL ARTS AS HAND KILLING ATTACK
Lethal Weapon: 2d6-1 Hand Killing Attack (plus STR)
Real Cost: 25 Points; 3 END per Strike

MULTIPOWER

Combining the Hand Attack and Hand Killing Attack options above, another very viable way to depict martial arts is to buy two or more powers in a Multipower. This option is very expensive, but is also endlessly expandable and flexible; as a Character grows in a skill they need only add a new slot and/or buy up their pool.
MARTIAL ARTS AS A MULTIPOWER
My Body My Weapon: MP, 60-point reserve, (60 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Power Skill (EGO): Martial Arts Style +1
Real Cost: 53 Points
STRIKE TO KNOCKOUT AS A MULTIPOWER SLOT
Strike to Pummel: HA +5d6, Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Real Cost: +3 Points
STRIKE TO KILL AS A MULTIPOWER SLOT
Strike to Kill: HKA 2d6-1 (2d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Real Cost: +4 Points

ADVANCED MONK ABILITIES

You can also roll other Monk abilities into the above Multipower such as Stunning Blow variants, Ki Strikes, Deflect Arrow, and Quivering Palm, making this a great approach to take overall.
Advanced Monk Abilities As Multipower Slots
STRIKE TO DISABLE AS MULTIPOWER SLOT
Strike to Disable: Drain DEX 4d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Real Cost: +5 Points
STUNNING BLOW AS MULTIPOWER SLOT
Strike to Stun: HA +4d6, Reduced Endurance (0 END; +1/2), AVLD (MD; +1 1/2) (60 Active Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Real Cost: +3 Points
QUIVERING PALM AS MULTIPOWER SLOT
Quivering Palm: Drain BODY 1 1/2d6, Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every 1 Week (-1 3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Real Cost: +2 Points
KI STRIKE AS MULTIPOWER SLOT
Ki Strike: HA +4d6, Autofire (3 shots; +1/4), Affects Desolid Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1) (55 Active Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
Real Cost: +3 Points
DEFLECT ARROW AS MULTIPOWER SLOT
Deflect Arrow: (Total: 60 Active Cost, 48 Real Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 36)
+3 with Missile Deflection (15 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 12)
Real Cost: +5 Points

MARTIAL ART MANEUVERS

You might decide to model your bare handed skills as a Martial Arts Style. Consult the Ultimate Martial Artist by HERO Games for more details on custom arts and maneuvers, and discuss your would-be art with your GM to make sure it fits in their campaign setting and makes sense to them. Keep in mind that your Monk is likely (but not necessarily) the student of a specific Monastic Order or Style and would practice a style appropriate to their Order's teachings. Usually all the Monks of a given Order practice the same style, or at least share a common grounding with multiple variations.

Following is merely a recommended "Default" Monk Martial Art; the possibilities are practically infinite however, and it can be very rewarding to develop a custom martial art of your own devising.
One of the advantages of this method is the point economy of the Martial Arts Maneuvers. Your character can be a very effective fighter and still have Character Points left over for other things, allowing you to make a very well rounded character.
MARTIAL ARTS AS A MARTIAL ART STYLE
Generic Monk Martial Art
3 Martial Grab 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
3 Basic Strike 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
4 Martial Block 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Martial Dodge 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
3 Legsweep 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
2 PS: Monk of [YOUR ORDER HERE]
2 KS: [YOUR FIGHTING STYLE HERE]
Real Cost: 25 Points
ADVANCED MONK ABILITIES
You can also handle some of the other Monk abilities with Martial Arts Maneuvers such as Stunning Blow, Improved Trip, and Evasion.
EVASION AS MARTIAL MANEUVER
5 Flying Dodge 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Real Cost: 5 Points
STUNNING BLOW AS MARTIAL MANEUVER
4 Nerve Strike 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND (Defense: Rigid Armor)
Real Cost: 4 Points
IMPROVED TRIP AS MARTIAL MANEUVER
5 Killing Throw 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6, Target Falls
Real Cost: 5 Points

MARTIAL ARTS DAMAGE CLASSES

To increase the damage of your Character's Martial Arts, you may buy Martial Arts Damage Classes.
It is recommended that a cap of  one Martial Art Damage Class per 100 Character Points, rounded in the Character's favor be enforced to maintain game balance. .
Thus a 1st Level Monk converted into the HERO System using this conversion resource could only have one Martial Arts Damage Class (as the character only  has 125 Points), but the Character could take another Martial Arts Damage Class when they reached 151 Character Points, and again as early as 251, 351, and 451 Character Points.
Confer with your GM to see if this restriction is in place in their campaign if considering this option
NOTE: Remember that Martial Arts Damage Classes increase Base Damage, which can be important if your character is unusually strong.
MONK WEAPONS
There is a list of Monk weapons in the source material which a Monk is able to use in conjunction with his Flurry of Blows ability and improved Unarmed rate of attacks. To model this simply take one or more Weapon Elements for a Monks Martial Arts if using the Unarmed Strike as Martial Arts Maneuvers option.
The Monk will do more damage with the weapons as he may convert extra Damage Classes coming from some Maneuvers (Basic Strike in the case of the Default Monk Martial Art), which isn't a direct reflection of the source material, but I don't consider it to be a major issue and it's more point efficient than any other option. Check with your GM first, however.
CUSTOM STYLE, RENAMED STYLE
There are dozens of Martial Arts Maneuvers available in The Ultimate Martial Artist, as well as many pre-made Package Deals expressing real-world Martial Arts in Hero Games terms. It is very viable for a particular Order of Monks to train in a style described in The Ultimate Martial Artist. Just give it a new, fantasy-appropriate name and you are in business.
The Custom Martial Art Styles For Monks document discusses this alternative in more depth for those that have The Ultimate Martial Artist and want to incorporate it into their Fantasy HERO games.

STUNNING ATTACK

Monks gained the ability to "Stun" opponents a certain number of times per day in the source material. In the HERO System, any attack wherein the STUN total after Defenses equals or exceeds the target's CON results in the target being Stunned. So, effectively this ability looses much of its usefulness in the HERO System. However, any ability which increases the STUN inflicted by the Monk, or which supersedes defenses helps the Monk do this more often than other characters.
Based upon the option chosen to represent Unarmed Strikes detailed above, examples of how to handle Stunning Attacks were given for both the Martial Arts and the Multipower options. If neither of those options were chosen, then Stunning Attack might be handled as a separate Hand Attack bought as a Power with Charges. As a character progresses, they may increase the number of charges, paying the difference in Character Points..
STUNNING BLOW AS ADVANTAGED HAND ATTACK
Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) Extraordinarily Common Defense (+1/2) (37 Active Points); 1 Charges (-2), Hand-To-Hand Attack (-1/2)
Real Cost: 10 Points

EVASION

Monks gained the ability to avoid damage from things that gave Reflex saves in the source material. The HERO System does not have Saving Throws, but does have the concept of Diving for Cover, which is very similar in effect to a Saving Throw, and all characters can do this automatically as part of the system.
However, there is a Martial Arts Maneuver called Flying Dodge which is essentially a much-improved version of Dive for Cover. This would be my recommended way to handle Evasion, but the HERO System requires that a minimum of ten Character Points be spent on Martial Maneuvers, and Flying Dodge only costs five points.
If the Monk has other Martial Maneuvers, then Flying Dodge should be taken as well without hesitation. Otherwise the player should consider taking some other useful Martial Maneuver's so that they can meet the minimum requirement to get Flying Dodge. I  recommended Martial Grab and Legsweep which are 3 Points each, or Passing Strike for 5 Points. Martial Grab and Legsweep are very efficient and useful and also correspond to other abilities Monks get in the source material that are difficult to do without Martial Maneuvers, while Passing Strike correlates well to the Monkish mobility in the source material.
EVASION AS MARTIAL MANEUVER
5 Flying Dodge 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Real Cost: 5 Points

DEFLECT ARROWS

Monks gained the ability to deflect arrows. This is handled in the HERO System with the Missile Deflection Power.
DEFLECT ARROWS AS MISSILE DEFLECTION
Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4)
Real Cost: 12 Points

STILL MIND

Monks gained a resistance to Mind-Affecting effects. This correlates directly to Mental Defense in the HERO System, or simply more EGO, or both.
STILL MIND AS MENTAL DEFENSE
Still Mind Defense: +10 Mental Defense
Real Cost: 10 Points
STILL MIND AS EGO
Still Mind Willpower: +5 EGO; Requires Meditation Roll (-1/2)
Real Cost: 7 Points

SLOW FALL

Monks gained the ability to fall great distances unharmed as long as they were near some vertical surface they could use as a brake. This ability can be handled in the HERO System as either a very high Breakfall roll, or a modified form of Gliding. I would recommend the Gliding method. More inches of Gliding can be purchased if desired.
SLOW FALL AS LIMITED GLIDING
Slow Fall: Gliding 10" (10 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4)
Real Cost: 4 Points

PURITY OF BODY

Monks eventually become immune to diseases. This is directly represented in the HERO System with Life Support.
PURITY OF BODY AS LIFE SUPPORT
Purity of Body: (LS: Immunity to Disease)
Real Cost: 10 Points

IMPROVED TRIP

If using the Default Monk Martial Arts Style above, it already contains the Legsweep Maneuver which covers Improved Trip quite nicely. Otherwise, it is recommended that you use one of the "Opponent Falls" Maneuvers from The Ultimate Martial Artist Maneuver list. Legsweep and Killing Throw are particularly well suited to this.
IMPROVED TRIP AS LEGSWEEP
3 Legsweep 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
Real Cost: 3 Points
IMPROVED TRIP AS KILLING THROW
5 Killing Throw 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6, Target Falls
Real Cost: 5 Points

WHOLENESS OF BODY

Monks become able to heal themselves through Meditation. This is easily represented in the HERO System as a form of Self-Only Healing. To be able to heal more damage, simply buy more dice with additional Character Points.
WHOLENESS OF BODY AS HEALING POWER
Wholeness of Body: 2d6 Healing, Simplified Option, Self Only (-1/2), Requires Meditation Roll (-1/2)
Real Cost: 10 Points

LEAP OF THE CLOUDS

Monks develop impressive leaping abilities. This is readily mapped into the Leaping Power. For greater leaping ability, buy more inches of Leaping with Character Points.
LEAP OF THE CLOUDS AS LEAPING
Leap of the Clouds: +5" Leap x2 NCM
Real Cost: 10 Points

KI STRIKE

Monks develop the ability to injure things that normally require magic weapons to harm. This is rooted in a game mechanic that simply doesn't exist in the HERO System.
However, variations on the Ki Strike concept could be designed in the HERO System to allow the Monk to strike Desolid opponents, or to bypass normal defenses allowing them to harm even heavily armored opponents.
Also, if using a Multipower to represent a Monks Unarmed Strike ability, an option is given for a more powerful version of Ki Strike. To advance Ki Strike, just buy more dice of effect or add additional Advantages.
KI STRIKE AS AFFECTS DESOLID HAND ATTACK
Ki Strike -- Ghosttouch: HA +4d6, Affects Desol Any form of Desolidification (+1/2) (30 Active Points); HA (-1/2)
Real Cost: 13 Points
KI STRIKE AS ARMOR PIERCING HAND ATTACK
Ki Strike -- Dim Mak: HA +4d6, Armor Piercing (+1/2) (30 Active Points); HA (-1/2)
Real Cost: 13 Points

DIAMOND BODY

Monks eventually develop immunity to Poisons as well as Disease. As with Purity of Body, this is handled via Life Support.
DIAMOND BODY AS LIFE SUPPORT
Diamond Body: LS: Immunity to Poison
Real Cost: 10 Points

Abundant Step

Monks eventually develop an odd ability to Dimension Door once per day. This ability is a tad inexplicable, but easily enough handled in the HERO System using Teleportation.
ABUNDANT STEP AS TELEPORTATION
Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2), Requires Meditation Roll (-1/2)
Real Cost: 6 Points

DIAMOND SOUL

Monks eventually develop Spell Resistance in the source material. The following ability can be used to model this benefit.
DIAMOND SOUL AS DAMAGE REDUCTION
Spell Resistance: Magic Damage Reduction, Resistant, 25%
Real Cost: 15 points

QUIVERING PALM

Monks eventually develop an odd ability to strike an opponent now, and have the damage occur later at will.
This can be modeled in the HERO System with a Power construct. Drain vs. BODY is recommended over a Killing Attack as with a Drain if the target isn't killed by the attack, they will recover from the ordeal relatively quickly, and any Armor or fleshy defense used by the target will not protect them from the attack which seems more appropriate for an internal art such as this.
If using a Multipower for a Monk's Unarmed Strike capability detailed above, a version of Quivering Palm is provided with the Multipower description, otherwise it may be purchased as a separate ability as described below.
QUIVERING PALM AS DRAIN POWER
Quivering Palm: Drain BODY 1 1/2d6, Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every 1 Week (-1 3/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2);
Real Cost: 18 Points

TIMELESS BODY

Monks eventually become apparently ageless, not showing the ravages of time. Their lifespan is not extended past human norm, but they don't have to suffer through the ignominy of decrepitude. This, like Purity of Body and Diamond Body, falls under Life Support in the HERO System. However, Life Support Immunity to Aging or Longevity extends a character's lifespan. Thus a custom 1 Point variant is suggested instead, Immune to Aging Effects. The character's lifespan is not extended, but the character need not ever take the Age Disadvantage and would not be affected by any unusual Powers inflicting Age or the effects of Age.
TIMELESS BODY AS LIFE SUPPORT
Timeless Body: Life Support , Longevity: Immune to Aging Effects (but still Ages)
Real Cost: 3 Points

TONGUE OF THE SUN AND THE MOON

Oddly, Monks eventually gain the ability to make themselves understood in practically any language. This is easily represented with the Universal Translator ability in the HERO System.
TONGUE OF THE SUN AND THE MOON AS UNIVERSAL TRANSLATOR
Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Requires A Meditation Skill Roll (-1/2)
Real Cost: 11 Points

EMPTY BODY

Very advanced Monks develop the ability to go Ethereal for short periods of time, stepping into a Transitive Dimension. They cannot interact with the real world in this state but can sense and speak normally.
While in this state a Monk can interact with other Ethereal creatures, walk thru walls and ceilings, escape bonds, and other useful things. This is all directly convertible into the HERO System with a Power Construct based on Desolidification.
EMPTY BODY AS DESOLID POWER
Empty Body: Desolidification (affected by Ethereal Affecting) (40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute each (-3/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Requires A Meditation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Extra Time Delayed Phase (-1/4)
Real Cost: 14 Points
PERFECT SELF
Finally, at the apex of their achievement, Monks become Outsiders, ascending beyond the mortal coil. This has a number of pros and cons which don't map directly into the HERO System as they deal primarily with game mechanics specific to D&D3e. However, the following are offered as approximations.
PERFECT SELF AS FORCE FIELD AND DISADVANTAGE
Outsider: Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Hearing Group/5 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Hearing, and Sight Groups (Detectable By Alignment Detection, Mystic Senses; +3/4) (82 Active Points); Not vs. Attacks That Affect Desolid (-1/4), Always On (-1/4)
Outsider State: Physical Limitation: Affected by Alignment Specific Effects targeting Law; Real Cost -5 Points
Real Cost: 55 Points / 50 Points after Disadvantages
Pugilist Package Deals
Not all warriors fight with steel in their hands; some fight bare handed instead.
Much like other warriors these Pugilists emphasize personal skill and learned techniques backed up by physical conditioning. Where more conventional combatants rely on equipment, such as armor and well crafted swords, Pugilists need nothing to be deadly.
Presented below are an assortment of Basic Packages, Extension Packages, and Composite Packages for your use.
BASIC PACKAGES
Brawler Rapscallion Erudite Introlithic Extrolithic
Behemoth        
EXTENTION PACKAGES
Mounted Fighting Winter Fighting Forest Fighting Mountain Fighting Maritime Fighting
Command Verbal Sparring Urban Survival Self Defense Guildmember
COMPOSITE PACKAGES
Monk (3e) Monk (Multipower) Striker Internal Master Living Weapon
DETAILED PACKAGES
The above Packages are designed to be Generic and reusable; thus the Internal Master Package might be used as the basis for numerous different Monastic Orders, semi-religious cults, and individual characters with no relation to each other. Following are a few Packages which are distinct and contain specific flavor; they place requirements on a given setting to allow them to exist rather than conforming to suit the need.
Many GM's already have a well defined setting in place, and will not be interested in adding new elements to that setting. Others may be amenable to grafting an organization or tradition such as those below into their setting so long as it is a localized change and doesn't have a large effect on the rest of the setting. Some others may be amenable to the concept, but prefer that it be adapted to suit some existing elements. In short, check with your GM and be prepared to work with them if one of the below packages catches your interest.
Order of the Closed Fist Hao Master