ok, might as well start with the first one requested.
the first question i would have on these guys is, do we want to keep them Outsiders, or make them extraplanar humanoids like the gith-folks?
Diurge
Medium-size Outsider (Evil, Negative Energy)
Hit Dice: 6d8+12 (39 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +9 melee; or bastard sword +10 melee
Damage: Touch 1d4 and energy drain; or bastard sword 1d10+5
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Energy drain, psionics
Special Qualities: Damage reduction 15/+1, fast healing 2, immunities, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
Saves: Fort +7 Ref +9 Will +7
Abilities: Str 17 Dex 14 Con 15 Int 15 Wis 14 Cha 14
Skills: Bluff +10, Hide +11, Intimidate +10, Knowledge (the planes) +7, Listen +10, Move Silently +9, Search +9, Spot +10
Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)
Climate: Any land and underground
Organization: Troop (4-40 plus 1 commander per 10 common diurges)
Challenge Rating: 07
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Diurges are terrible humanoid creatures from a nightmare realm in the Negative Energy plane. Diurges live to serve the evil lords of a pocket dimension called Darkrealm, but they are occasionally ordered to travel to the Material Plane to spread chaos. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. Their lack of individual greed enables them to better work together towards this common goal.
Diurges are similar to humans in appearance, but have dark gray skin, and either white or metallic-red hair. Their eyes have no irises, but glow a solid red, and are able to see in most spectrums of light.
COMBAT
Diurges often carry weapons, but prefer to attack living creatures with their energy draining touch. Common diurges have all the same abilities of a 6th-level fighter, while commander diurges have all the abilities of a 6th-level fighter as well as a 9th-level wizard.
Energy Drain (Su): Living creatures hit by a diurge's touch attack suffer one negative level. [Every life level drained by a diurge restores 10 psionic points to its total.]
Psionics (Sp): Common diurges will have one or two of the following abilities, as the powers manifested by a 6th level psion. At will - body equilibrium, detect thoughts, , domination, levitate, and matter agitation. Commander diurges will have two to four psionic abilities, as the powers manifested by a 9th-level psion, chosen from those listed above as well as from the following abilities. At will - aura alteration, matter manipulation, probability travel, and telekinesis.
Attack/Defense Modes (Sp): At will - All/All.
Spells: Commander diurges cast arcane spells as 9th-level wizards.
Immunities (Ex): Diurges are immune to mind-influencing effects, poison, sleep, paralysis, energy drain, polymorphing, or hold spells and effects.
Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.
Vulnerable to Positive Energy (Ex): Diurges are particularly vulnerable to spells and abilities that use positive energy, and take triple damage from all such effects.
DIURGE COMMANDERS
Hit Dice: 9d8+27 (67 hp)
Initiative: +6 (Dex, Improved Initiative)
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +12 melee; or bastard sword +13 melee
Damage: Touch 1d4 and energy drain; or bastard sword 1d10+5
Special Attacks: Energy drain, psionics, spells
Special Qualities: Damage reduction 20/+1, fast healing 2, immunities, SR 20, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 17, Dex 15, Con 17, Int 16, Wis 15, Cha 16
Skills: Bluff +10, Concentration +14, Hide +11, Intimidate +11, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +15, Move Silently +10, Search +11, Spellcraft +12, Spot +15
Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)
Challenge Rating: 11
Alignment: Always lawful evil
Originally found in Dragon Magazine #141 (1989, "The Dragon's Bestiary", Scott Bennie and Steve Sloane).