Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Call Lighting . CASTING TIME:1Action RANGE/AREA:120ft (60ft *) COMPONENTS: V,S DURATION: Concentration 10 Minutes SCHOOL: Conjuration ATTACK/SAVE:DEX DAMAGE/EFFECT: Lightning. ( ...)A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. Can be cast once per day.
Chromatic Orb LEVEL:1st CASTING TIME: 1 Action RANGE/AREA:90 ft COMPONENTS:V, S, M * DURATION:Instantaneous SCHOOL:Evocation ATTACK/SAVE: Ranged DAMAGE/EFFECT: Lighting
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Can be cast 3 times per short rest
Lair and Lair Actions
When knocked out Achu returns to Orb from which it was summoned. can be used for 1 time per short rest. If knocked out more then 1 time per long rest Achu ceases to exist dealing user 1 d4 emotional damage.