For full attack line, don't forget iterative attacks.
Modeling it after mind flayer, I'd put spell resistance 11 on SQ line, remove the the spell resistance entry in combat section, and add it to the as characters section instead.
Diurges As Characters
Most diurges with class levels are fighters. Those that become commanders are usally wizards or fighter/wizards. (psychic warriors and psions for XPH section?)
Diurge characters possess the following racial traits.
+6 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma.
A diurge's base land speed is 40 feet.
Darkvision out to 60 feet and low-light vision.
Racial Hit Dice: A diurge begins with six levels of outsider, which provides 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
Racial Skills: A diurge's outsider levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Search and Spot.
Racial Feats: A diurge's outsider levels give it three feats.
+6 natural armor bonus.
Special Attacks (see above): Energy drain, negative energy touch, psionics.
Special Qualities (see above): Damage reduction 5/magic, fast healing 2, immunities, negative energy affinity, spell resistance 5 + class level, vulnerability to turning.
Automatic Languages: Abyssal, Common, Infernal, Undercommon. Bonus Languages: ?.
Favored Class: Fighter or Wizard.
Level adjustment +x.