Is that basically how it's determined? Cause this is where I'm getting confused the most and just 'winging it'. As I grabbed some of these from the character builder for a level 10 Githzearai Monk. Others are stats from the Monster builder.
Sort of -- it really goes the other way.
I'd look in MM3 for the current expressions, but IIRC they haven't changed in this case; skirmisher attacks vs Non-AC defenses should usually be Level + 3 (so yeah; 13 in this case, and that matches the level 10 monsters I looked at). The reason it matches up with a character of the same level (more or less) is functionally because while monsters have a nice simple to-hit expression of 3+LVL or 5+LVL (depending on NAD vs AC, and tweaked based on role and whim to an extent), characters have a to-hit expression that merely -averages- to that setup, between main stat bumping, expertise, aquisition of level-appropriate gear, and the half level bonus. 30th level monster will have +33 to hit a NAD. A 15th level PC will have 15+stat(about +9)+3(expertise)+6...=33.
Probably the easiest way to get these numbers is to find modern monsters and steal their numbers--or better, have MM3. But the original (now tweaked, especially for brutes and soldiers) numbers are on p184 of the DMG with mods on 133 of the DMG2.
Also, don't forget that elites have an action point. In this case, I'd save it for his escape, though.
That's a pretty good idea actually. Making it a minor. Mind if I steal that?
Of course. I'd hardly give suggestions I didn't want to be followed, after all.
He's basically going to run away once he's knocked over a couple of party members. Disgusted, and taunting the monk in the party for choosing that path. So the heavy hitting will help that happen faster.
Right. You want him to hit hard; just not hard enough to accidentally kill a PC.
Personally, I'd give him the monk close burst 1 at will (as a non-basic melee attack) and Flurry (probably 1d4+15 on the burst, and 7/9 points on the flurry; no real reason to tweak it, but keeping the extra damage when hitting someone other than the person he hit keeps him spreading damage out rather than focusing it, which is good for banging up the party rather than klling someone). That makes him feel very monk-like while also very much keeping up his elite damage. Also, don't forget to give him a ranged attack, just in case (throwing dagger; 1d4+15, +15 vs AC is what I'd do, probably, as that's a lot weaker than his regular (burst+flurry) attack).
If he were working with others, I'd be tempted to keep Telekinetic Leap -- it's not that useful for a monk when used on himself, but it's the Gith signature ability and it's very useful for moving allies around. Best to save the idea for a later appearance, though.