Kryx RPGThemesMonsters

Plants

Plants are the primeval root of nature and natural life. The Plants theme focuses on plant life; it contains a variety of control, protection, utility, summons, and some piercing damage.

Spells from the Plants theme allow you to lash your foes with thorns, restrain creatures in vines, cast volleys of thorns, locate plants, speak with and command plants, armor creatures with tree bark, create areas and walls of thorns, grow giant trees, unleash the wrath of nature, move between trees, assume the form of oak, give consciousness and agency to plants, and imprison creatures for a lifetime.

Power Sources

Primal

Table of Contents

Plants feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You learn one cantrip of your choice from the Plants theme. You also become capable with the Primal skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

You can select this feat multiple times.

You have gained the favor of lunar spirits. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Prerequisites: You know the barkskin spell

You can cast barkskin on yourself at will, without expending mana.

You have advantage on saving throws and ability checks to avoid being restrained, or knocked prone.

When you spend 4 or more hours with at least half of your flesh exposed to the sun, you don’t need to eat or sleep for the next 24 hours.

You become capable with the Wilderness skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Additionally, you can add half your proficiency bonus (rounded down) to any ability check to survive in the wild that doesn’t already use your proficiency bonus.

Your spirit is linked to the vegetation that surrounds you. Whenever you regain health in natural terrain, you treat any dice rolled to determine the health you regain as having rolled their maximum value.

Your speed increases by 3 meters.

You are immune to poison damage, the poisoned condition, and disease.

Prerequisites: You know the speak with plants spell

You can cast speak with plants at will, without expending mana.

Prerequisites: You know the tree shape spell

While transformed into a tree from the tree shape spell, you can cast any spell you know or a spell known by your new form.

Your connection to the natural world deepens. As a bonus action you can root yourself to the ground. You can end this effect as a bonus action. While rooted you gain the following:

  • Your movement speed is 0.
  • You have advantage on ability checks and saving throws to avoid being knocked prone, pulled, or pushed.
  • You gain a +2 bonus to Defense.

Your connection with the energy flowing through nature increases your lifespan. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Plants concoctions

1 hour/catalyst

As an action, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and have resistance to poison damage for the duration.

If it is poisoned, the poison is neutralized. If more than one poison afflicts the target, a random poison is neutralized.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

4 hours/catalyst

As an action, you can create a vial of liquid with bark suspended in it. A creature can drink the contents as an action so its skin takes on a rough, bark-like appearance for the duration. The creatures’s Defense becomes 13 + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

1 minute/catalyst

As an action, you can create this sealed jar. A creature can open it as an action to release an overwhelmingly antiseptic odor so that it covers other smells for the duration. Creatures within a sphere of the jar have advantage on all saving throws against scent based attacks and effects while the sap’s odor remains, but they have disadvantage on any scent-based Perception checks during that time.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has green pieces suspended in it. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If it is poisoned, one poison is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

Plants spells

1 minute

As an action, you whisper to the spirits of nature to create one of the following effects within 9 meters:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1.5-meters cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
5 minutes

As a bonus action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

As an action, you shoot thorny vines at a creature or object within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 1d6 piercing damage, and its speed is reduced by 3 meters until the start of your next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you create a long, vine-like whip covered in thorns that lashes out at your command. Make a melee spell attack against a creature within 9 meters. If the attack hits, the creature takes 1d6 piercing damage, and if it is Medium or smaller, you pull the creature up to 3 meters closer to you.

Augment

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

concentration, 1 hour/mana

As an action, plants come to life at your command. Choose two nonmagical plants within 35 meters. Medium targets count as two plants, Large targets count as four plants, and Huge targets count as five plants. You can’t animate any plant larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Plants Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated plant is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 9 meters; the plant can use half of its movement to detach its roots from the ground or root itself in the ground. It has blindsight with a radius of 9 meters and is blind beyond that distance. When the animated plant drops to 0 health, it reverts to its original plant form, and any remaining damage carries over to its original plant form.

If you command a plant to attack, it can make a single melee attack against a creature within 1.5 meters of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form.

Augment

You can animate three additional plants for each additional mana expended.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, a berry appears in your hand and is infused with magic. A creature can use its action to eat one berry. Eating a berry restores 3d8 health, and the berry provides enough nourishment and water to sustain a creature for a day.

The berry loses its potency if it has not been consumed within 24 hours of the casting of this spell.

Augment

You can increase the healing of each berry by 4d8 for each additional mana expended.

(ritual)

As an action, describe or name a specific kind of plant. You learn the direction and distance to the closest plant of that kind within 8 kilometers, if any are present.

1 hour/mana

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you take when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters takes poison damage. The creature gains the resistance instead.

As an action, a creature that you can touch or see within 18 meters regains 3d6 health immediately and additional health equal to half the amount healed by this spell at the end of its next turn. This spell has no effect on undead or constructs.

Augment

You can increase the healing by 4d6 for each additional mana expended.

5 minutes/mana

As a bonus action, vines extend from your outstretched arm. Until the spell ends, you can cause the vines to lash out on each of your turns as an action.

Make a ranged spell attack against a creature, object, or structure you can see within 35 meters.

Creature. On a hit, the target must succeed on a Reflex saving throw or be pulled up to 9 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled. If a creature is grappled by your vines you can use your action to pull it up to 9 meters toward you.

Unattended Object. On a hit, an unattended object is pulled up to 9 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.

Surface. If you target an immovable object such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 18 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 18 meters as an action on your turn.

A miss causes the vines to retract instantly without attaching to anything.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must succeed on a Reflex saving throw or be forced to release the grapple.

On a successful save, the creature can prevent you from moving.

You can cause the vines to release at any time (no action required by you). They retract instantly.

The vines are flammable. Any vines exposed to fire burn away in 1 round.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana as a reaction, which you take when you or a creature within 18 meters of you falls. Vines lash out to a solid surface within 18 meters, or the falling creature, and hold you or the creature, and lower you or the creature up to 35 meters from the point of attachment toward the ground.

  • Soaring Vines. You can expend 1 additional mana so the vines can attach themselves to your torso, leaving your arms and legs unhindered. The vines automatically attach to solid surfaces (such as the ground or a wall) or other plants within 9 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the vines are destroyed, a new vine immediately grows to take its place.

    For the duration, as long as you are within 9 meters of a solid surface or other plants, you have a flying speed of 12 meters, which can’t be reduced by nonmagical means. Additionally, you can’t be knocked prone and you have advantage on saving throws made against effects that would push or pull you. When the spell ends, the vines gently lower you to the ground as they shrivel away.

concentration, 1 hour/mana

As you spend 1 hour to cast this spell, tracing magical pathways within a plant, you touch a Huge or smaller plant. The target must have either no Intelligence or an Intelligence of −4 or less. The target gains an Intelligence of 0. The target also gains the ability to speak one language you know. The target gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The plant is friendly to you and your companions and remains awakened until it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

As a bonus action on each of your turns, you can mentally command the plant you awakened with this spell if the creature is within 90 meters of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

1 hour/mana

As you spend 1 minute to cast this spell, you plant a few beans in the ground as a huge beanstalk erupts from the ground. It grows at a rate of 15 meters per round, to a maximum height of 120 meters. It’s strong enough to support up to 905 kilograms total, and has enough handholds and footholds that it can be climbed as if it were knotted rope (DC 5). When the spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.

Augment

You can increase the maximum height by 30 meters and the maximum weight by 225 kilograms for each additional mana expended.

concentration, 1 minute/mana

As an action, a writhing mass of thorny vines wrap around a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw or be restrained by the magical vines. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 6d6 piercing damage at the start of each of its turns.

A creature restrained by the vines or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

Augment

You can increase the damage by 5d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, grasping weeds and vines sprout from the ground in a sphere centered on a point within 35 meters. For the duration, these plants turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Reflex saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

When the spell ends, the conjured plants wilt away.

Augment

Grasping Vines. You can expend 1 additional mana so the creature takes 1d6 slashing damage when it becomes restrained or starts its turn in the area and is already restrained. You can increase the damage by 1d6 for each additional mana expended.

As an action, you create a rain of thorns at a point you choose within 18 meters. Each creature in a sphere centered on that point must make a Reflex saving throw. A target takes 7d6 piercing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you are surrounded by invisible necrotic spores in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

Whenever an enemy enters the area for the first time on a turn or starts its turn there, it must make a Fortitude saving throw.

On a failed save, the creature takes 2d8 poison damage and is poisoned until the end of its next turn.

On a successful save, the creature takes half as much damage, but isn’t poisoned.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 hour/mana

As an action, you transform your body into living oak. Until the spell ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. You have vulnerability to fire damage, but you are immune to blinded, deafened, disease, poisoned, and stunned condition. You cannot drown as you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can’t use potions) or play wind instruments.

You have advantage on Strength checks and weapon attacks using Strength. Additionally, your unarmed attacks deal 1d10 bludgeoning damage and are considered magical.

As an action, you channel vitality into plants within a specific area.

Choose a point within 35 meters. All normal plants in a 30-meters radius centered on that point become thick and overgrown. A creature moving through the area must spend 1.2 meters of movement for every 30 centimeters it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

Alternatively, you can cast this spell over 8 hours to enrich the land. All plants in a half-mile radius centered on a point within 35 meters become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

5 minutes/mana

As an action, you imbue plants within 9 meters of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the ensnare or entangle spells to release a restrained creature.

concentration, 5 minutes/mana

As an action, the ground in a sphere centered on a point within 35 meters twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d6 piercing damage for every 1.5 meters it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Perception check against your spell save DC to recognize the terrain as hazardous before entering it.

Augment

You can increase the damage by 1d6 for each additional mana expended.

1 hour/mana

As an action, you transform into an awakened tree companion form, using 2 resources.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can expend additional mana to extend the duration of the spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the companion form, though you retain your personality, and Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used.
  • Your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your mana, mana limit, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
    • You can use any maneuver you know or a maneuver known by your new form.
  • When you take the Attack action, you can forgo one weapon attack that uses your ability to use a maneuver or cast a spell that has a use time or casting time of 1 action
  • You can use a bonus action to expend mana so your form gains 3 stamina dice per mana expended, up to your mana limit.
  • You can use a bonus action to expend mana to regain 2d8 health per mana expended, up to your mana limit.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended. If you expend 4 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

  • You can expend 1 additional mana to target a willing creature you touch while you concentrate on the spell.

concentration, 1 minute/mana

As an action, you gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 75 meters. Both trees must be living and at least the same size as you. You must use 1.5 meters of movement to enter a tree. You instantly know the location of all other trees of the same kind within 75 meters and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 1.5 meters of the destination tree, using another 1.5 meters of movement. If you have no movement left, you appear within 1.5 meters of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the distance by 75 meters for each additional mana expended.

  • Transport via Plants. You can expend 1 additional mana to create a magical link between a Large or larger inanimate plant within 9 meters and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For 1 round, any creature can step into the target plant and exit from the destination plant by using 1.5 meters of movement. After 1 round the spell ends.

concentration, 5 minutes/mana

As an action, you create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns at a point you choose within 35 meters.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a successful save, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall doesn’t need to be vertical or rest on any firm foundation. The wall blocks line of sight.

The wall is an object made of plants that can be damaged and thus breached. Each panel has 10 Defense and 10 Health per inch of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 2d6 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 30 centimeters a creature moves through the wall, it must spend 1.2 meters of movement.

Augment

The damage increase by 1d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within 35 meters. The spirits cause trees, rocks, and grasses in a sphere that is twice as big as normal centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the sphere that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 3 meters of any tree in the sphere must succeed on a Reflex saving throw or take 3d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the sphere must succeed on a Reflex saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Brawn check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the sphere to launch at a creature you can see in the sphere. Make a ranged spell attack against the target.

On a hit, the target takes 4d8 bludgeoning damage, and it must succeed on a Reflex saving throw or fall prone.

Augment

You can increase the damage from trees by 1d6 and the damage from rocks by 3d8 for each additional mana expended.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 9 meters. The target must succeed on a Reflex saving throw or vines, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick