Despite being the weaker of the two, defensively, the green Creepy is slightly more dangerous, due to its ability to spit rocks at Link. The blue Creepy can take more damage, but it must touch you in order to attack.
They do not actively chase the player,
but will deal quite a lot of damage on contact.
The Hue is like the Poe, But the Hue hides in Village Of Outcasts in the Dark World.
Similar to the Zoras in the Light World, the Kuu occupy the brackish waters of the Dark World
The Kyune are the Crowls of the Dark World.
Like Likes hang out in the Skull Woods of the Dark World. They have a fondness for metal, and will eat your blue or red shield if you let them get too close, and you will have to purchase another shield to replace the one that you lost. They cannot eat the Mirror Shield, it is too big for their mouth.
Ganon bestowed these half man, half lion guardians of the Dark World's Death Mountain with inhuman strength. You can only hope to harm these creatures with the strongest weapons available in Hyrule.
Moblins are really weak. All they have is a spear, And may hit you. Nothing much to a Moblin.
Pikkus are transformed Thieves from the Light World. They are no longer human, but they retain they ability to avoid harm, and steal from you by colliding with you and making you drop supplies.
Attempting to pick up certain skulls from the ground can cause them to awaken and attack as Stals.
Swamolas are like mini lonmolas. They can be only found where Misery Mire is. They have an O.K Defence, Also.
Bari hover in the air utilizing a special form of electromagnetic repulsion. Occasionally they build up an abundance of electricity and they must release it. If you strike during this time, you will get shocked and take damage instead of hurting them. Red Bari split apart into two smaller Bari which possess the same ability to shock. The Hookshot is a great weapon to use against the Bari since it doesn't conduct electricity and will one-shot the Blue Bari. The Red Bari will split and then the two smaller Bari can be dispatched.
These enemies can usually be found in Skull Woods and can take a lot of hits from the Sword. They are generally weak against any fire. The Fire Rod can be obtained here for that particular reason.
Giibos are strange floating creatures that have a central corporal body surrounded by a magical barrier. In order to move around, the body must move to a new location. Only when the body stops moving does the barrier follow. The Giibo is only vulnerable when its body exists outside of the barrier.
The Goriya (known as Copy in Japan) are simple creatures who utilize a confusing behavior to attack their enemies. They mimic the movements of their opponent in the opposite direction. When you go left, they go right. If you move up, they move down. If you line up face to face with a Red Goriya, it will spit a fireball at you. The Green Goriyas are vulnerable to many typical attacks, but the Red Goriya can only be struck by arrows.
The thick hard growth on their forehead makes them invulnerable to attacks from the front. You must hit them on the side or from behind to damage them.
Hoba's are water striders floating around on the Surface in the many sewers of The Swamp Palace. They will always try to chase down on the player and will deal damage on contact.
Hokubokus have a number of body segments stacks on top of one another, with the head on top. They like to bounce around in rooms. When you strike them, you knock a body segment off which will bounce around for a bit before disappearing. The segments can damage you if they bounce in to you. Eventually, you will be left with just the head, which you must defeat.
Nuranulls are a type of slug with the ability to produce explosive material. As they wander around a room, they leave bombs behind that will detonate on their own in time, or whenever you carelessly strike them with a weapon.
They slide across the room in great numbers.
Pometts appear to be headless turtles; no matter which way they face, they always look the same. Their thick hard shell makes them impervious to sharp attacks. The only way to expose their soft under-belly is to pound the nearby ground with the Magic Hammer, which knocks them off their feet and on to their backs. Be careful, however. After a while, they get back up on their feet, and chase you even faster.
Pons have a thick rubbery shell on top of their heads. While they can be attacked normally, the impact with the shell will send Link flying backwards. Pons like to occupy floors with a lot of pits, where fighting them can lead to your falling off the edge. Pons are protected against many unconventional attacks, and Red Pons are especially strong.
The magic that animates the great Stalfos Knights is a lot stronger than the usual Stalfos magic. By striking the knights, you can separate their bones, and only for a little while. Once the bones have fallen into a pile, you must find a way to prevent them from reconstructing back into a skeleton. Only a bomb has the power to destroy the bones beyond regeneration. As soon as the bones collapse, place a bomb near them so that it explodes before the bones have a chance to rise.
Tainons are magical ice sculptures that only come to life when you get close enough to them. They leap out of the wall from which they are carved to attack you. Their one and only vulnerability is to heat.
As an animated ball and chain, Terubeans are invulnerable to every form of attack. The only weapon that will have any effect on them is the Boomerang, which only stuns them momentarily.
Wallmasters drop from the ceiling over your current location. If they manage to grab you, they will lift you back up to the ceiling, and you will be transported back to wherever you most recently entered a dungeon. They cannot damage you, and even if you kill one, they will continue to appear.
They fire magic beams at you and then they disappear after a few attacks. They soon reappear at the same location.
The red variety shoots fire balls.
They rise up out of the floor and attempt to attack you from behind.
Zoros are small magical dust mites that live inside of dungeon walls. If you blast a hole in a wall, they may be startled and stream out of the hole in small groups.