For effect, you can make the Hrools simply unable to touch the warded character - hits just bounce off, they can't get a hold of him, etc. Magic and melee are obvious, but remember that from the medieval viewpoint, there is no such thing as inertia: the reason why projectiles move and hit you is because they are still subject to the force that put them in motion initially. Thus an arrow shot at the ward still carries the strength of the Hrool with it and thus would be warded off by something that wards Hrools off. They could still drop (not throw) things on him, stand in his way, trip him...
Your player wants an effect that prevents them to come close: that's a different effect, something that compels them to move away, affecting them directly (penetration) and individually (you may want a Group or even Room spell, or an unlimited-uses constant effect item). They could then still throw things at him.
I am of the opinion that wards against supernatural beings should not need to penetrate, as that is built into the spell (with a level 0 guideline, so be it), and although it is a Rego effect, it is up to the creature to penetrate the Ward, not the other way round.
Wards against mundane animals and people have a higher-level base guideline because there is no Might for the wards to exert leverage against, so they need to work differently. Magi are in the unusual case of merely being affiliated with Magic (thus, no Might) and yet have Magic Resistance to help them ignore the effects of the ward.
Such a reading could be interpreted as meaning that you can create a ward against supernatural creatures with the same guidelines as a ward against mundane creatures, and have it ward off anything (within the right Form) it can penetrate the resistance of, but I don't like that interpretation (see above, the creature penetrates the ward), so I'll just claim that their essential nature is sufficiently different that magic just doesn't work that way. Yes, it does mean that "weak" supernatural beings are easier to ward off than mundane creatures. I actually like that.
I also don't quite like the idea that having an arcane connection to a creature would make it easier to ward that creature off. A ward is the antithesis of an arcane connection. How can something that lets you connect more easily to something enable you to erect a ward that essentially cuts you off that thing? It should be the other way round! If you have an arcane connection to a creature, or heck, if that creature has an arcane connection to you, it should be easier for it to cross your ward, for it is, in essence, already partly there.
At least, that's my reasoning to justify keeping things as they were in the previous editions, at least for those spells. I don't play often enough to actually make judgements as to whether they are well-balanced that way or not.
If you do want to nerf personal wards, require penetration (which halves their effectiveness) or decree that Circle/Touch/Diameter is the base guideline for wards, uniformity of the rules be damned or just forbid them completely. But then again, I have created a character who's dead afraid of ice faeries and warded her talisman against them to be sure they don't steal it. She wouldn't be happy...