Reserved for:
Bearded Lady
The Bearded Ladies are used as guards mostly, and are required to be dispatched prior to a few scenes of investigation, as they are guarding the entrances. I chose, obviously, the Bearded Devil as a base design. Since they come in pairs, and I'm aiming for an EL 8, each one should be CR 6. So after examining some CR 6 Outsiders, I found an acceptable balancing point and took the base and went from there.
Medium Outsider (Native, Evil)
Hit Dice: 6d8+24 (51 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 21 (+3 Dex, +6 Natural, +2 Deflection), touch 15, flat-footed 18
Base Attack/Grapple: +6/+10
Attack: Claw +10 (1d6+4) and Beard +8 (1d8+4 plus Devil's Chills)
Full Attack: 2 Claws +10 (1d6+4) and Beard +8 (1d8+4 plus Devil's Chills)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beard and Bearded Frenzy
Special Qualities: Spell Resistance 18, Telepathy 100 ft., Immune to Fire and Acid, Cold and Electricity Resistance 10, See in Darkness
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 18, Dex 16, Con 18, Int 8, Wis 11, Cha 14
Skills: Bluff +11, Disguise +11, Intimidate +11, Listen +9, Spot +9, Sense Motive +9, Sleight of Hand +12
Feats: Improved Initiative, Power Attack, Ability Focus (Beard), Multiattack (B)
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Beard: The Bearded Lady's Beard is almost its own separate entity. The Beard allows a Bearded Lady to add her Charisma bonus as a deflection bonus to her AC. In addition to granting the Bearded lady Multiattack as a bonus feat, it grants an additional secondary attack with the beard whenever the bearded lady takes the attack action. This additional attack is factored into the stat block above. The attack granted by the beard also has the potential of inflicting Devil's Chills (incubation 1d4 days, damage 1d4 Str). There is a fortitude save, DC 17, to resist the disease. The save DC is Constitution based.
Bearded Frenzy:Candy Man
Candy Men are assassins who work for the circus. They tend to get the jump on the party in a couple scenes, and usually attack alone. So each one will be CR 8. One of the cool aspects they have is their method of melting their victims in acid, which just happens to be their cotton candy.
Medium Outsider (Native, Evil)
Hit Dice: 8d8+64 (100 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 23 (+2 Dex, +4 Armor, +7 Natural), touch 12, flat-footed 21
Base Attack/Grapple: +8/+14
Attack: Candy Cane +15 (1d10+5) or Cotton Candy +10 ranged touch
Full Attack: Candy Cane +15/+10 (1d10+5) or Cotton Candy +10 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Candy Cane, Cotton Candy, Candy Apple, The Candy Man Can
Special Qualities: Damage Reduction 10/cold iron Spell Resistance 20, Telepathy 100 ft., Immune to Fire and Acid, Cold and Electricity Resistance 10, See in Darkness
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 16, Dex 15, Con 18, Int 18, Wis 12, Cha 8
Skills: Balance +13, Bluff +10, Disable Device, Disguise, Escape Artist, Hide, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot
Feats: Improved Initiative, Combat Reflexes, Aletness, Improved Grapple (B)
Challenge Rating: 8
Treasure: None
Alignment: Lawful Evil
Freak
The Freaks will have two stat blocks, one for initial, normal circus routines, and another for when they go into full freak mode, and explode into large form.