Well you have access to Monster Manuals 1 - 5. That's good.
The most basic is a shield guardian (MM1 pg 223), a steal at 120,000 gold. It makes a pretty good bodyguard to send with anyone you need to keep alive. Whoever you hand his control amulet to causes all attackers to take a -2 penalty as long as the shield guardian is adjacent, and they are affected by a a permanent Shield Other spell-like effect. Shield Guardian can also store any spell of 4th level or lower that can activate either upon command or when a predetermined contingency occurs. Options I've always had fun with are "contingent Benign Transposition targeting me if I would be hit by an attack" and "contingent dimension door to a square adjacent to me if the shield guardian is rendered unable to move next to me for any reason" (this should also cover being Forcecaged).
Another one that's a lot of fun is the nimblewright (MM2 pg 162), and is a total steal at 22,000 gold. Make sure you use the
3.5 update for this one. He has a number of useful At-will SLA's including Haste and Alter Self, so he can disguise himself as any medium-sized humanoid he likes. He also has an Intelligence score of 10, and can speak Common, Elven, and Dwarven right out of the box, and is capable of infiltration, creative thinking, and taking initiative. It fights with dexterity, dual wielding rapiers that are a part of it's body and fold into the arms when not in use. It can deploy them for combat as a free action.
Theortically, since it has an intelligence score, it is also capable of taking class levels if you pay for increased Hit Dice. A prime target for it is anything that grants sneak attack, like Swordsage, or if you can wrangle the DM into allowing Champions of Ruin (not a stretch since you appear to be in Forgotten Realms) the Thayan Gladiator prestige class is a wonderful option, since his rapiers count as natural weapons.
Two special notes for him:
-There was a thread on the old 339 boards that discussed swapping monster feats and the consensus apparantly was "So long as you are not changing a bonus feat it's fine." The 3.5 update made 4 of his six feats non-bonus so the first change I would make is picking up weapon finesse, and whatever you need to qualify for Thayan Gladiator if the DM allows it.
-His vulnerabilities suck. They suck hard. However, according to a CustServ ruling, he actually has to take damage from the cold or fire effect in order to suffer the negative effects, even though it doesn't say this in the book or the errata. So if you DM agrees with this, giving him immunity via spells or items that grant the fire and cold subtypes will have you sitting pretty. If you DM does not agree with this, you should probably skip him entirely.
Monster Manual III (pg 71) has quite possibly the most riduclous construct ever in the Prismatic Golem. It's outrageously priced at 250,000 gp, but, in addition to being a construct, it has the Extraplanar, Good, and Incorporeal subtypes. So it has the standard construct trait of being immune to any spell that offers SR, it is healed by a prismatic spray, and cancels prismatic spheres it comes into contact with (while being healed by them),
and has no other specific vulnerabilities, and with it also being incorporeal, it's quite honestly easier to list the things that
DO affect it with a side note that it's basically immune to anything else. Unfortunately it's rare to find these things outside of Elysium, but it's a perfect fit for a good aligned party.
MM3 pg 153 also gives us the shredstorm. which is a construct swarm. Yes, you heard me, a construct
SWARM. That's pretty much all I need to say about it. This one, unfortunately, does not have typical construct magic immunity, probably because if it did, it would be invincible. It's also less useful for guarding and more useful for destroying the side of any building you need to enter but... that will happen eventually right?
Golems don't heal on their own, or typically with healing spells, so during down time Clockword Menders (MM4 pg 30) can be helpful in keeping your golems in working order, as a swarm of them can occupy a golems space and heal 1 point of damge every round forever. In emergencies, they can also blow their own hit points to heal an equal amount to any construct whose square they occupy. They can kill themselves with this ability.
Possibly my favorite construct is the Force Golem (MM5 pg 68). Like the nimblewright, they have an intelligence score (of 12), and are capable of thinking tactically during battle. They specialize in knocking things around the battlefield, and a group of them played well can prevent your enemies from ever using tactical positioning. My first and only upgrade for them is a miss chance, so they have more opportunities to take advantage of Force Reactive.
There are others, but they aren't particularly suitable for a good-aligned party. And like I said, good golems get pretty expensive very quickly.
One of the key to utilizing golems is playing off their strengths. Something like having the golems guard a room with resetting traps that constantly bombard the area with fireballs. Any golem with magic immunity can set the trap off as many times as it likes without a care in the world.
And while being a unique snowflake is fun; never underestimate the power and usefulness of a good old fashioned stone golem under orders to be a statue in the back of the church until someone takes a swing at the high priest.