Protection against magical intrusion. Coating some rooms or chests in lead may defend their contents from magical detection. A one-pound lead ingot is about 2 cubic inches, cost 1sp. Three can cover a square foot with a thin sheet.
Guards
This is the most flexible and complex option. It includes hired guards, trained or charmed animals and monsters, retainers and allies. Magical companions work too. Undead, summoned monsters, magical constructs, and creatures put in stasis are good if you do not want to have long term maintenance costs or have no way to supply your guards.
The game limits the ability to create such long-term allies, because if you could do so, and take them on adventures with you, this would be unbalancing. So there are only few, and often costly ways to do so.
Living guards
Allies and friends may be the best and cheapest way: if you have retired adventuring companions you have someone you know you can trust. By providing them with free lodging, you gain a powerful defender in case of an attack. Occasional presents from your adventures will be appreciated. In our case, we have a goblin ranger henchman, a mid-level cleric, and an adult gold dragon living with us. We gift them with treasure, gems and minor magic items when we stop by, to keep them happy.
If you have an Homunculus or a familiar with a long range connection to you, these can work very well by secretly hanging around, observing what is going on, and warning you.
The simplest option is to hire normal NPC guards. As skilled hirelings they cost 2 gp/day, or 730 gp/year for challeng rating 1/8. I'll reduce this with the rationale that long term secure emplyoment requires a lower rate than uncertain day wages. Untrained commoners have no combat training and will flee from any danger, but can act to stable-boys, servants, etc. NPCs are smart, which is worth something, as many magical servants are not.
CR Hireling Cost/year
0 commoner 50 gp
1/8 guard 500 gp
1/4 acolyte 1,000 gp
1/2 thug 2,000 gp (reskin as guard sergeant)
1 spy 4,000 gp
2 captain 8,000 gp (bandit captain, reskin as guard officer)
3 veteran 12,000 gp
These values provide a benchmark for magical creations: more expensive in absolute, cheaper over time.
Trained monsters, such as guard dog mastiffs, or wolves or lions, are also great. They have keen senses, and only cost their food as maintenance, but eat expensive meat. Snakes both giant and poisonous, sharks etc are all possibilities, but are to stupid to train and hence not listed. More exotic monsters such as mimics, or chimeras may be found on adventures and charmed or kept at peace by feeding (GM adjucates the cost). As they lack higer intelligence, you need to combine them with a skilled keepers that can tend to them, if you cannot do so yourself. If you can charm them and transport them, this still is very cheap for a lot of dangerous creature.
CR Beast Cost/year
1/8 mastiff 100 gp
1/4 wolf 150 gp (also: panther, leopard)
1 lion 600 gp
Spells like Speak with Animals and Animal Friendship for druids can help to enlist many small, innocous spies and informants that make it difficult to enter unobserved.
Undead
Animate Dead and Create Undead are your bread and butter spells here. Zombies make guardians, but are too dumb for much else. Skeletons on the other hand are surprisingly intelligent, and could act as simple cooks, manservants and so on, as could the unsavoury ghouls. Ghasts and Wights are as intelligent as humans, and can manage your affairs. The halfwit mummies are not worth it.
The main downside is that you have to be present to recast the spell every day, or these creatures will become unbound and do how they please. Of course, Necromancy is despicable, and you will get distrustful looks if you practice it openly.
Binding them permenently means crafting. The cost for a skeleton is about three years' of wages for a guard, so worth it if you have a long term perspective. For the high end undead, wights are the best, they are as smart as humans and as tought as mummies at half the cost.
CR Monster One-time cost
1/4 skeleton 1,500 gp
1/4 zombie 1,500 gp
1 ghoul 10,000 gp
2 ghast 60,000 gp
3 wight 60,000 gp
3 mummy 120,000 gp
Summoned Creatures
Conjuration spells for devils, demons or elementals (including mephits, xorn, invisible stalkers; djinni and efreeti are of too high a CR to be summoned) are high level spells starting only with spell level four and hence are the domain of powerful wizards, or of wealthy patrons who can afford their services.
Summoning alone is insufficient for long term service. One either has to strike a bargain or pact with the summoned entity, or one needs Magic Circle and Planar Binding, upcast for a longer term duration, the maximum being a day and a year at level nine, which requires the services of an archmage. These things can go wrong, many a wizard has been killed this way. Any pact should be at least twice as costly then the corresponding coerced option.
If the owner can do all the spellcasting himself, the cost is 1100 gp. If you can do 7th level Bindings, the annual cost will be 13,200 gp a year. That is still very cheap for a CR 6 guardian. (For creatures with Dispel Magic or teleportation to get around the circle, there are extra costs).
If you have the services of an archmage there are additional costs of 900 gp for binding in a circle, and the conjuration itself, for example for an invisible stalker 360 gp, total cost 2,360 gp/year. Note that invisible stalkers are usually only to hunt down and kill.
CR Monster
2 gargyole
5 air/water/fire/earth elemental
5 salamander
5 xorn
6 galeb dur
6 invisible stalker
Unless you want the creature as your majordomo or are naturally friends with such a creature (see above), a more economic alternative for summond creatures may be to put them into a Sequester or summon them with Glyph of Warding.
Constructs
The least morally questionable solution for long-term servant. You can find examples in the Monster Manual: Animated Object (Sword, Armor, Rug), Helmed Horror, and for high challenge ratings the Golems (Flesh, Clay, Stone, Iron). Scarecrow feel too much like a horror flick, maybe if you are evil. Unfortunately through all the editions, there is no simple animated statue for lower challenge rating of tier one play. Dungeon of the Mad Mage has a Living Statue), Icewind Dale a Snow Golem, Ghosts of Saltmarsh a Living Iron Statue, Mordenkainen's Tome of Foes clockwork creatures, Bronze Scout, Iron Cobra, Stone Defender, Oaken Bolter, and Sacred Statue. There are no rules on how much it costs to create any of them.
To limit abuse they are bound to only function inside and near the building. If you want them unbound, double the cost. If you buy them ready made, double the cost again. If you allow a Dispel Magic to entirely undo them, not just suppress their animation for 10 minutes, reduce the cost by 25%.
CR Cost
¼ 2,000 gp
½ 4,000 gp
1 8,000 gp
2 16,000 gp
3 24,000 gp
Crafting based on permanent Animate Objects would be a lot cheaper, so that spell is excluded from being made permanent. Crafting Golems requires a very rare Manual of Golems that is consumed, see there for their costs (a cheap 65,000 gp to 100,000 gp).
Sequester
Sequester will cost you 5,000 gp, and allow you to stash away any creature for one-time release. As such, it is well suited to release a powerful guardian, say, a dragon, and that at a price that can be way lower than the CR that can be achieved for ongoing guardians. However, it is not useful for ongoing stewartship or patrolling of your premises.
Price List Dungeon Trappings