Lightning Absorption: When the Clockwork Giant would take lightning damage, it heals for half the value of the damage.
Lightning Overcharge: At the start of the turn following when the Clockwork Giant would take lightning damage, it releases a pulse of lightning for half the value of that damage, in a 20 foot radius.
Heat Metal: The Clockwork Giant deals 1d6 fire damage to a creature that strikes it starting the turn after it takes fire damage. This damage is increased by 1d6 every time the Clockwork Giant takes fire damage.
Critical Failure: When the Clockwork Giant is reduced to 0 hit points, it explodes, creatures in a 40 foot radius of it must succeed a DC 16 Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much on a successful one.
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
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