
Ashiel |

Beat the monk down. If you prevent the monk from full attacking, you will easily be on equal footing. If you wield a 2 handed weapon, you can make each attack count for more. Both should have similar ACs. Keep using the Withdraw action while wielding a reach weapon. Each time the monk closes to engage, then you get an AoO with your 2 hander.
Magically, summoned monsters help. Mirror Image protects you. Displacement and Blur protect you. Grease gives a +10 to escape grapples. Effects that don't allow saves or have partial effects (no reflex) are ideal. Stinking Cloud conceals everything in an area and forces saving throws vs stunning. Animated undead can wipe through a stinking cloud without harm. Entangle reduces mobility in a massive radius and can hold the monk. Effects that repeat each round make it more likely that the monk will fail a save.
Use teamwork. Have your warrior-type use Intimidate to inflict the Shaken condition (-2 to all attacks, skills, saves, and ability checks) for a time. Wait for the monk to grapple someone and then devastate the monk as the rest of the group crowds the now grappled monk and begin mass full-attacks (works even better with reach weapons). Use Aid Another liberally. If it's 1 monk vs 4 players, have your strongest / highest BAB character grapple with the monk and then have everyone else aid another to give a +6 bonus to CMB, then tie the monk up.
If you have a psion, consider using cold elemental damage powers as they target fortitude saves and can thus avoid his evasion. Some powers may deal less damage but have secondary effects like stunning or pushing the monk around, which can be useful.
Telekinesis (for wizards and sorcerers) is available as early as 9th level, and can be used to move your allies around the battlefield. Combined with fly, you can evade the monk's reach while also continuing the pester the monk with annoying combat maneuvers each round from up to 760 feet away, allowing you to pester the monk while your warriors eat him.
Summon Swarm + Invisibility is basically an "I win" combo versus most monks. The monk cannot harm the swarm, and cannot find you (if you stand still you get a +40 bonus to Stealth to avoid being found, and you can cast Summon Swarm and then continue concentrating while invisible).
Likewise, insect plague summons a trio of wasp swarms for 9 minutes when you first have access to it. You can shape them around the battlefield, and they remain where you place them, allowing you to create areas the monk cannot safely enter. It doesn't deal a lot of damage, but each swarm is 2d6+poison, which adds up; especially if you begin spamming the spell (the swarm is treated as diminutive, so you can create very dense swarms in a single area by using multiple castings). This is a fair option for a cleric.
Monks rely on death by a thousand cut tactics, and thus stoneskin shuts them down hard before 16th level, unless they're wielding adamantine weapons, as it basically means that their damage is at -10 per hit for the duration of the stoneskin.
Summonin a celestial or fiendish bison via Summon Monster IV can give you a powerful attack at +10 before buffs and 2d6+12 damage, and a DC 20 Trample for 2d6+12, or +12/2d6+15 and DC 22/2d6+15 damage with Augment Summoning. Alternatively, summon 1d3 celestial or fiendish aurochs off the 3rd level list. These aurochs have a +7 to hit and deal 1d8+9 and have a DC 17 trample for 2d6+9 damage. If you have augment summoning it's +9/1d8+12 and DC 19/2d6+12 damage per auroch.
If the monk takes the attack of opportunity against the aurochs while they trample (at -4 even) then he is denied a save versus the damage, and if he doesn't then the aurochs just keep trampling and wait for him to fail saves. There's very little that cannot be harmed by liberal amounts of stampeding. If the monk tries to take them out, then his guard is down vs your party.
Fire shield makes it hazardous for the monk to strike you or grapple you, dealing 1d6+9 energy damage each time the monk touches or strikes you. This means that if the monk initiates a flurry of blows, then he will suffer an average of 12.5 damage for every hit he lands, and will suffer damage for grabbing you to grapple, tripping you, or holding onto you.
For psions, energy retort can give you a 4d6+4 energy attack whenever the monk attacks you, but it requires an attack roll so the monk's high touch AC will be a problem, but it's better than nothing.
Waves of fatigue eliminates the monk's mobility and hampers much of his combat effectively. It ignores saves but allows spell resistance, but statistically it should be a good option (doubly so if you have Spell Penetration or similar +CL effects active).
If you want to be a douche (but a victorious douche!), you can just carry a bunch of rocks covered in paper that has explosive runes cast on them, and then let everyone just throw them as grenade-like weapons into the 5ft spaces around the monk. If you're within 5ft of the runes, you get no save against the damage. At this point, cast dispel magic and auto-dispel all the runes in the area. Each goes off dealing an unstoppable 6d6 non-physical non-elemental damage per grenade. If three party members throw a pair of rocks each (dual wielding, attempting to hit AC 5 (the square the monk is in), that's 2 * 3 * 6d6 or 126 average damage. The monk should be dead.

wraithstrike |

Ok, yous guys seemed to miss the point of my thread. It is NOT a debate over whether monks are good or not. Nor is it about monks as player characters.
My question was. How can players curbstomp a monk NPC with high DR, high AC and good saves in to the ground through min-maxing and usage of consumables such as scrolls?
We answered it a while back before we got off course. Don't try it. Monks are one of the best defensive classes in the game, IMHO. If you insist on trying anyway though pimp your main spellcasting stat, and don't get into melee. That means no touch spells. The best way is to buff the fighter, and let the fighter kill him off.
If you are the OP you still never told me how a monk got DR.