From 1d4chan
They got an anglerfish vibe going.

Satarre are a race of reptilian humanoids possibly related to dragonborn from the Midgard setting for Pathfinder and Dungeons & Dragons 5th Edition. They also known as the Children of Nidhogg, for they are devoted servants of Nidhogg the World Eater, the dark draconic god of oblivion that constantly seeks to destroy Yggdrasil, as well as a wide array of other dark gods of entropy, death, and ruination. Most satarre are found leading or assisting dark cults dedicated to nihilism and entropy, seeking to accelerate the inevitable destruction of all things; as a result, the race is bitterly opposed by both the Ravenfolk and the Volmar. In comparison, they are often frequent allies of demons, vampires, drow, derro, darakhul, dhampirs and tieflings.

Ironically, not all satarre believe there is a need to accelerate the approach of oblivion. Known amongst their own kind as "latje", meaning "the slothful ones", these heretical satarre simply ignore their sacred duty - some even go so far as to actively turn their backs on their mission and warn other races about the coming of the dark gods.

5e PC Stats[edit]

Ability Score Increase: +2 Constitution, +1 Intelligence
Speed: 30 feet
Darkvision 60 feet
A Friend to Death: You have Resistance to Necrotic Damage.
Keeper of Secrets: You have Proficiency in Arcana, and gain Advantage on Arcana checks relating to the planes and planar travel. You also have proficiency in one of the following skills: History, Insight, or Religion.
Carrier of Rot: Once per short or long rest, you can use an Action to inflict rot on a visible creature within 10 feet. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d4 necrotic damage on a failed save, and half as much damage on a successful one. A creature that fails the saving throw also rots for 1 minute. A rotting creature takes 1d4 necrotic damage at the end of each of its turns. The target or a creature within 5 feet of it can use an action to excise the rot with a successful Wisdom (Medicine) check. The DC for the check equals your saving throw DC. The rot also disappears if the target receives magical healing. The damage for the initial action and the rot increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.