Hardened Armor won't apply to Direct Spells, since you only get a resistance test versus the Spellcasting, not a damage resistance test. Anyway, here's a statblock with current ideas for the special powers.
B A R S | W L I C | E M
17 6 5 42 | 9 1 3 1 | 4 6
Initiative 8+2d6. Movement x2/x6/+2 (12/36).
Skills (Dicepools): Perception 3 (6), Running 9 (51), Unarmed Combat 7 (13).
Powers: Devouring, Enhanced Senses (Hearing, Smell, Motion Detection), Fear, Hardened Armor (16), Ablative Armor 40, Magical Resistance 3, Immunity (Cold, Fire, Pathogens, Toxins), Natural Weapon (Claws: DV 45P, AP -3, +4 Reach).
Devouring: Voraciously consumes all biomaterial and most non-living objects in an area. Magic/Force x2 Test against Object Resistance of all possible material/objects within (Magic) meters. On success, affect and devour. Barriers lose 1 Structure and Vehicles take 1 damage per round sustained, living critters and characters are unaffected.
*Ablative Armor*: Against any attack with a negative AP value, roll the lowest of current Ablative Armor and -(AP) dice. Each hit remains as AP, all non-hits are nullified as AP. Each remaining AP point reduces the current Ablative Armor value.
*Magical Resistance*: Provides its rating in extra dice against Direct Spells, Illusion Spells and Mental Manipulation Spells.
Devouring needs adjustment because it was made for Insect Spirits primarily. It'd make more sense if it actually requires eating stuff, using the OR test to see whether or not the material is succesfully consumed to recharge the Ablative Armor. Maybe on success roll Structure + nethits, any hit turning into a recharged Ablative point.
The reason to apply Magical Resistance to Mental Manipulation spells is that the dicepool, despite being dual-statted, is rather weak at only 10. Versus Direct Spells targeting Willpower it's only 9. Illusions are at 4 and 10, the first of which is rather problematic. 7, 13 and 12 still give the players decent chances without leaving a massive effect on success.
Since there's only 13 stun boxes, it might be worth giving it a Power that helps compensate more against Direct Spells, either by increasing the Magical Resistance or by giving it extra boxes. Physical attacks have to break through 17 Physical Boxes and the Hardened + Ablative Armor instead.