Speak with Rats. The ogre can verbally communicate simple concepts to ordinary rats and giant rats.
Spellcasting. The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast sense (rats only), druidcraft, entangle
1/day each: animal messenger (rats only), stinking cloud
Multiattack. The ogre makes two Club attacks, two Rat-Tail Whip attacks, or one of each.
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:15 (2d10 + 4) bludgeoning damage.
Rat-Tail Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:13 (2d8 + 4) slashing damage, and if the target is Large or smaller, it is pulled 5 feet toward the ogre.
Call Rats (1/Day). The ogre magically calls 1d4 giant rats. Each rat appears in an unoccupied space within 30 feet of the ogre that the ogre can see. The rats act as the ogre's allies, obey its spoken commands, and take their turns immediately after the ogre's turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.
When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations, these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond.