My take on relic guardians:
1) LA - druid/monk - high ac, annoying spellcasting, carries a greatsword. basically should look like an uber ghaele (blue skin, an electric greatsword that does electricity on hit [like lagnar's])
2) AO - a lizard fighter/wm or fighter/rdd- an intense KD'der and Disarmer. should probly carry a greatsword to simulate a guardian. can blow up to five breathes? has monster seeing
3) RK - a dwarven defender - has KD, high disc, carries a large fire battleaxe, has innate haste to chase away attackers.
4) SL - a dual wielding drow assassin, high hide and move silently. can paralyze and apply immense high poison damage similar to minion of lolth's breathe. should probly carry a scimitar or a rapier that does the poison
5) MA - a rogue/wiz/PM - low hp, high sr, high ac. can cast some buffing spells and mords. should carry a rapier or shortsword that does negative damage. should have crippling strike
6) NC - a pally/cot - should have wings like solar, casts truesight, uses fire greatsword that damages evil and undead mobs. should be able to cast heals on allies (both npc and pcs) - about 10 heal spells?
7) TC - a treant (bigger than the summon type). has high DR, true sight, and does dispel on hit(?) probly would be good to have it cast stoneskin on allies (up to 5 stoneskins?) as well as cast stonehold
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NOTE: although such relic guardians might sound too powerful, a good concept would be to have these guys come out only when the diviner shouts the: "INVADERS!" line. at least it's conditional this way and it's more roleplaying
