I'll use everybody's posts as the template since I'm lazy.
Unarmed strike: The monk gains Improved Unarmed Strike as a bonus feat, and his unarmed damage increases as shown on the table. At any time he may treat his unarmed strike as a natural or manufactured weapon, and a light, one-handed or two-handed weapon, whichever is more convenient. He may make unarmed strikes with any part of his body, meaning that he can attack even when his hands are full. This also allows him to dual-wield unarmed strikes, if he wishes. The monk may also use his bare hands even when dual-wielding tower shields.
Stunning Fist: Whenever a creature is struck by a monk's unarmed strike they must make a Fort save or be stunned for 1 round. All creatures within 30ft that witnesses the success of a stunning fist must also make a Fort save or be stunned for 1 round too.
Improved Grapple: A monk gains the Improved Grab special attack and is treated as two size categories larger for the purposes of grapple checks. If a grapple is successful the monk may constrict the opponent doing damage equivalent to his unarmed strike damage.
Fast movement: The monk can move the listed speed as a swift action (or "free action once per round", for luddites). When charging or running, the monk may move at 10 times the listed speed.
Flurry of blows: As a standard action, the monk may make multiple attacks using the bonuses in the table above. If he takes the full attack action in the same round, he may use this ability as a free action, but only once per round (ie. a 20th-level monk could attack with bonuses of +15/+10/+5/+15/+15/+15/+10/+5). If the monk successfully executes all attacks, he gains 1 more attack at his maximum bonus that comes with a free Stunning Fist effect.
Greater flurry: The monk's attacks reach such speed that they are resolved as touch attacks. The Stunning Fist effect includes a Smite, using the monk's Wis modifier.
Ki strike (magic): The monk's natural weapons overcome DR/magic and affect any target struck with a greater dispel magic effect (caster level = monk level). The monk may at this level deflect spells that come in ray form, or any spells that require an attack roll.
Ki strike (lawful): The monk's attacks are treated as lawful-aligned for the purposes of overcoming damage reduction, and deal +2d6 damage against chaotic creatures.
Ki strike (adamantine): The monk's natural weapons overcome DR/adamantine and hardness. The monk's body takes on an adamantine sheen, giving him a DR equal to his Wis modifier that can be overcome by adamantine.
Slow fall: The monk and any creatures within 60ft take falling damage as if the fall were shorter. In any other case where creatures within the radius would be moved by a spell, bullrush or other effect, the monk may choose to reduce the distance by the amount listed (eg. a monk with slow fall 20ft who was bullrushed 30ft would move only 10ft). The monk may also choose to slow time as the camera moves 360 degrees and change the direction of his fall or jump at any time.
Quivering Palm: Any creature struck by the monk's unarmed strike must make a Fort save or be infused with a set of lethal vibrations. At any time within one day per monk level, the monk can will that creature to die instantly. The explosion caused by the vibrations also deal damage in a radius of 5ft per HD of the creature, dealing 1d6 damage per HD of the killed creature.
Timeless Body: The monk has mastered the flow of his body through time. He gains the benefits of venerable age with none of the penalties, cannot die of old age, and is constantly under the effects of an (Ex) haste effect. He is treated as wearing a belt of battle with regards to the properties and effects.
Diamond Body: The monk gains hardness equal to half his class level. He is immune to deep sea pressures and shits diamonds.
Abundant step: The monk may choose to become ethereal while moving. The monk may also walk on grass, heads or even water without giving a damn about physics.
Tongue of the Sun and Moon: The monk may turn undead as a cleric of his monk level at will. He does not need a holy symbol, but targets are not affected if they cannot hear him speak. The monk uses Wisdom in place of Charisma for all turning-related rolls. Furthermore the monk may communicate with all creatures with or without a language with perfect clarity.
AC Bonus: The monk and all allies within 60ft gain a bonus to AC equal to the amount listed, plus the monk's Wis modifier. This AC bonus stacks with shields and armor.
Still Mind: The monk does not register to special senses like tremorsense and blindsight, and such enemies need to make a Spot or Listen check to detect him as normal. He also gains Mettle. He also gains Darkstalker and a permanent nondetection effect.
Purity of Body: A monk is immune to any effect requiring a Fortitude save. He may also channel his inner energy with a touch, healing Xd6 damage (where X is half his class level rounded up) or dealing that much damage to undead targets. Furthermore, your purity is so great that your bathwater has the power equivalent of a potion of heal.
Empty Body: You no longer need to eat, breathe or sleep. Your body gains the benefits of an amulet of adaptation. Furthermore, mundane and non-magical weapons and natural weapons blah just passes through you.
Perfect Self: As SDK's ability, but the monk's perfection also causes him to win the game. The player also gets an awesome job, an awesome girlfriend and lots of money.