Here's a complete list of the default Misc Attributes for each enemy that has Misc Attributes. The format is #:#, where the first number is the misc attribute (1-10) and the second number is the default number for that attribute for that enemy. For those misc attributes not listed, assume that the default value is 0.
Armos
1:50
Bat
1:1
Bombchu
1:1
2:1
3:3
Boulder
10:1
Bubble-Item/Permanent
1:1
2:1
Bubble-Item/Re-enabling
1:2
2:1
Bubble-Item/Temporary
2:1
Bubble-Sword/Permanent
1:1
Bubble-Sword/Re-enabling
1:2
Darknut: Deathknight
1:1
10:4
Darknut: L1
10:1
Darknut: L2
10:1
Darknut: Splitting
1:2
2:50
3:2
10:1
Digdogger (1 Kid)
1:68
2:69
3:70
4:71
5:1
*S. Tile: Kid
Digdogger (3 Kids)
1:68
2:69
3:70
4:71
6:1
7:1
8:1
*S. Tile: Kid
Digdogger Kids (same for 1, 2, 3, & 4)
1: 1
10:1
Dodongo (BS)
10:1
Fire
1:1
Gel, L1 Tribble
2:43
3:89
Gel, L2
1:1
Gel, L2 Tribble
1:1
2: 162
3: 164
Ghini-Phantom
1:1
Gibdo
10:2
Gleeok-1 Head
1:1
2:6
4:48
Gleeok-2 Heads
1:2
2:6
4:48
Gleeok-3 Heads
1:3
2:6
4:48
Gleeok-4 Heads
1:4
2:6
4:48
Gleeok-Fire-1 Head
1:1
2:10
3:1
4:48
Gleeok-Fire-2 Heads
1:2
2:10
3:1
4:48
Gleeok-Fire-3 Heads
1:3
2:10
3:1
4:48
Gleeok-Fire-4 Heads
1:4
2:10
3:1
4:48
Ghoma, L2
1:1
Ghoma, L3
1:2
Ghoma, L4
1:3
Goriya, L2
1:1
Goriya, L3
1:2
Keese Tribble
2:52
3:91
Lanmola 1
1:5
2:3
3:7
Lanmola 2
1:5
2:2
3:3
Leever 1
2:8
Leever 2
1:1
2:8
3:17
Leever 3
1:2
2:9
Lynel 1
1:1
10:2
Lynel 2
1:1
10:2
Manhandla 1
1:16
Manhandla 2
1:16
2:1
Moldorm
1:5
Octorok 3 (fast)
1:2
3:16
Octorok 3 (slow)
1:1
3:16
Octorok 4 (fast)
1:3
Octorok 4 (slow)
1:3
Patra (BS)
1:6
3:12
4:1
6:8
7:4
8:160
9:8
10:1
Patra (Big Circle)
1:8
3:12
6:6
7:3
8:40
9:8
Patra, L2
1:8
2:8
3:18
5:1
6:6
7:3
8:160
9:8
Patra, L3
1:8
2:8
3:18
5:2
6:6
7:3
8:160
9:8
Patra (Oval)
1:8
3:12
4:1
6:8
7:4
8:40
9:8
Shooter, Fire 2
1:6
Shooter, Fire
1:5
Shooter, Magic
1:1
Shooter, Rock
1:2
Shooter, Spear
1:3
Shooter, Sword
1:4
Stalfos, L2
10:3
Stalfos, L3
1:1
10:3
Summoner
2:3
*Wizzrobe Type with Magic as its Weapon*
Tektike, L1
1:24
2:3
3:50
Tektike, L2
1:80
2:16
3:50
Trigger
10:1
Vire
2:39
3:2
Vire Tribble
2:90
3:2
Wizzrobe, Bat
2:2
3:106
Wizzrobe, Fire
1:1
2:1
Wizzrobe, Floating
1:1
Wizzrobe, Mirror
1:1
2:2
Wizzrobe, Wind
2:1
Zol
2:42
3:2
Zol Tribble
2:88
3:2
Zol, L2
1:1
2:161
3:2
Zol, L2 Tribble
1:1
2:163
3:2
Just some conclusions that I've gathered
1a) For Bubbles, the first attribute is significant if it is a 0, 1, or a 2.
Misc Attribute 1 equals 0: The item is temporarily disabled
Misc Attribute 1 equals 1: The item is permenently disabled
Misc Attribute 1 equals 2: The item is re-enabled
1b) For Bubbles, the second attribute is significant if it's a 0 or a 1.
Misc Attribute 2 equals 0: It effects the Sword
Misc Attribute 2 equals 1: It effects the B item
Take the Item Re-enabling bubble for example, its 1st attribute equals 2 and its second attribute equals one. Therefore, it re-enables the B item.
2) For Gleeoks (both regular & fire), the first attribute determines how many heads there are. Therefore, it is now possible to make a single gleeok with 64 heads!
3) For Moldorm, the first attribute determines how many segments it has in addition to its head. So by default, it has 5 segments. You could make a moldorm with 100 segments!
I have yet to discover what the attributes do for other enemies. Perhaps a bunch of us could use this data to find trends or could change these variables & see what that does to these enemies when we test it out in the game.
Hopes this helps!