If I were an Evil Servant of Iuz and realized that all my Evil Buddies are getting bushwhacked by the Scry/Buff/Teleport Liberators, then I'd do what Saddam did: use body doubles, surround myself with bodyguards, stay on the move, and be paranoid as you can be.
One thing for a Bad Guy to do is to always be with a dominated bodyguard. This guy would be disguised with mundane disguises, what for to be proof against True Seeing. And he'd always be at hand. When the PCs scry, they'll see both of them side by side. As far as I know, there's no "zoom" feature on Scry--it just shows the subject and his surroundings. It's totally believable that at the time the PCs scry, the bad guy is standing close enough to the decoy as to make it unclear which one the Scry spell is centered upon.
Make the decoy a disguised Flesh Golem (or some other magic-proof thing) and it'll maybe soak a few rounds of attacks and spells.
Another thing for Bad Guys to do is RUN, then come back with reinforcements. For instance: a Bad Guy could have a contingency that "Whenever anyone teleports within 60' of me, I Teleport away". Poof! Now the PCs are stuck facing the bodyguards, while the Bad Guy buffs, preps, and grabs reinforcements. If the Bad Guy isn't a caster he can just wear a Spell Storing something-or-other, or have a couple bodyguard spellcasters with quickened Teleports nearby.
Or, arm the bodyguards with Beads of Force, Bands of Bilaro, Grease or Rock to Mud spells--heck, even Bolas and Tanglefoot bags. These cheap things immobilize the Good Guys until more Bad Guys can arrive.
The classic smokescreen is also effective. Cheap Wondrous Items, first level spells, or friendly air elementals can whip up Concealment modifiers right quick. These should give the Bad Guys enough time to prep up or escape. Stack Concealment with Displacement with Etherealness and you can be pretty safe from Heydricus, Dabus, and Lucius.
Got (dead) Friends? Ghostly pals or Spectral cohorts (traveling in the pavement) can be a nasty surprise. Give them the Blindfight feat and have them attack with cheap Ghost Touch weapons--while they're still encased in a wall or the floor. They get to reroll the miss chance for striking an unseen opponent, and are proof against weapons, most spells, and Turning (turning doesn't work against undead with Total Cover). Give them Sense Life effects, clairvoyance effects, or ghostly familiars flying far overhead, what for so they can get an idea of where to swing.
Speaking of Undead, I once made a 1st level monk that was pretty deadly. It was a 1st level monk Mind Flayer ghost. The Charisma bonus from the Ghost template made its mind blast pretty nasty, and it could blast from the ethereal. The Charisma bonus from Mind Flayer made the ghost powers pretty nasty. The Wisdom bonus from both gave it a great unarmored AC. The ECL was 21, but maybe this guy would make a good (as in "Evil") hit man for use against heroes.
But I'm not worried. I think (contact) has his players' doom well in hand.
-z