Cleon
Legend
Alright, here we go with the baseline. Also, as an aside, I updated the first post to include creatures from the core rulebook of Dark*Matter (if you're curious, the armodont will almost certainly be our next conversion after this one as a "pets of the Strangers" theme). Working out just how the stench works and what other abilities we could add seems like the next step. Also, should we eschew d20 Modern's "animals and plants get no feats" rule? I never quite understood the point of it.
*SNIP*
It doesn't make any sense to me either. We can always make it a magical beast if we want to keep it within the rules. That would also give it a higher BAB and hps, so make it more suitable for the "War" in its new name.
As for the Stench, I'd be tempted to pinch-and-tweak the SRD Troglodyte version:
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude Save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
That's a bit stronger than the "-1 to Hide" of the original, but I'd prefer its stink to be combat-worthy albeit not so strong as to immobilize its foes, like the d20 Mapinguari's Stench attack, which causes foes to become nauseated.