
Merfolk (Zendikar; Cosi Creed)
D&D 2024 species: Merfolk (Zendikar; Cosi Creed). Source: Plane Shift: Zendikar. Explore rules, features, and source references for this entry. Cantrip You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it. Creed of the Trickster You have proficiency in the Sleight of Hand and Stealth skills. No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world. Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race-and the world-far outweigh any ancient conflicts between creeds. Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways. Born of the Sea Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones. Merfo...