I noticed my last Venatia post had three "ancients" in it - man I need a thesaurus ...
4545 Cursed Pirates: A herd of six hippocampi dwell in these waters. They are all that remains of a crew of pirates who were polymorphed by Horrges, the sea hag in 
4633 Yawning Chasm: A chasm splits this hex in two from north to south. The chasm is 100 feet deep, and the keen eyes of an elf might spot numerous piles of bleached bones in the bottom of the chasm. A rope bridge crosses the chasm, but is actually a rope golem in disguise. The golem was placed here by a long dead wizard to guard the approach to his tower, now located on Saturnis after a particularly powerful teleportation spell went awry.
• Rope Golem: HD 6+1 (26 hp); AC 4 ; Atk 2 slams (1d8); Move 12; Save 11; CL/XP 10/1400; Special: Magic immunity, reduces damage from hits by 3, slashing, strangle, suffers double damage from fire.
4748 Sea Hags: A covey of three sea hags has set up shop in a sea cave located deep beneath the waves. While they do eat human and demi-human flesh, and find wrecks at sea the height of hilarity, they are actually less violent and evil than their kin and are willing to cast spells in exchange for favors. The hags are named Cacia, Morgis and Sthorah. Their treasure, kept in a casket holding brine zombie named Xavier, consists of 10,000 cp, 10,000 sp, 500 ep, 100 gp, a porcelain chamber pot worth 105 gp and a moss agate worth 175 gp.
• Sea Hag: HD 3 (18, 14, 10 hp); AC 6; Atk 1 bite (1d4); Move 6 (Swim 18); Save 14; CL/XP 5/240; Special: Death gaze, weakness gaze.
• Xavier the Zombie: HD 4 (18 hp); AC 6 ; Atk 1 cutlass or 1 slam (1d6); Move 12 (Swim 12); Save 13; CL/XP 4/120; Special: Half damage from fire.
4850 Root Cellar: Under a few inches of soil there is a wooden trapdoor that covers an old root cellar. Travelers through the hex have a 1% chance of stumbling upon it. Inside the cellar there are jars of picked radishes that either cause horrible stomach pains (1d6 damage and disabled for 1d3 days) or give one the ability to breath fire (2d6 damage, 10’ cone) three times over the course of 24 hours. When adventurers eat the radishes, have them roll a saving throw to decide the outcome, with a -2 penalty for every jar consumed over the course of a week.
5136 Deadly Dam: Two giant death watch beetles have felled a number of trees, creating a dam that partially blocks navigation on the river. The valley has become swampy as a result, and the giant mosquitos have already moved in, with 1d6 of the creatures encountered on a roll of 1 on 1d6, made every hour adventurers spend here. The beetles lair inside their dam under a cover of leaves, waiting for a band of adventurers to check things out. One has a dented bronze helm in its stomach that, when worn on the head and the command word “Azkabat” is uttered, covers the wearer in a bronze chitin that resembles the exoskeleton of an insect, complete with bulging eyes of amber glass that allow one to see in the dark. The armor counts as platemail.
• Death Watch Beetle: HD 9 (39, 37 hp); AC 2 ; Atk 1 bite (3d4); Move 15; Save 6; CL/XP 10/1400; Special: Vibrations – save (4d6 damage) or die.
• Giant Mosquito: HD 1; AC 4 ; Atk 1 touch (attach); Move 12 (Fly 21); Save 17; CL/XP 2/30; Special: Drain blood (1d4 constitution per round).
5332 Halls of the Titans: A yawning cave opens in the side of a hill. The cave has a sharp drop, almost 200 feet, to a cavern filled with strands of glowing fungus (act as assassin vines). Set in one wall of the cavern is a large set of double doors. The doors are composed of titanium and ensorcelled to absorb light, making them very difficult to find. They are also wizard locked. Beyond the doors lies an extensive underworld carved out by the ancient titans and their mortal slaves to house their fabulous treasures. The underworld is haunted by a number of criosphinxes, each considering itself the lord of the dungeon. One level has a vast subterranean prairie of grey grass grazed on by a menagerie of elemental beasts. Another is composed of a massive mechanical puzzle consisting of the very chambers and tunnels, all movable by massive wenches (or winches, if the idea of giant women frightens you) and haunted by a tribe of kobolds armed with hammers, wrenches and oilcans, as well as mechanical assassin beetles, mercury oozes and a creeping patch of rust that not only feeds on armor and weapons, but on one’s very blood. While in the underworld, it is important to avoid doors that appear overly friendly.