Krimp

Krimps are the Donkey Kong Country 3: Dixie Kong's Double Trouble! equivalent of Donkey Kong Country's Klaptraps and Donkey Kong Country 2's Klampons.

Summary
Krimps retain predecessor's sharp teeth and immunity to frontal attacks, however, not only are attacks on their heads effective, but also to their backs (this wasn't true for its previous incarnations, Klaptraps & Klampons). Once one enters the screen, it is advised to not get near one, as unlike its previous incarnations, it will charge directly at the nearest Kong unexpectedly, often causing a life to be lost unless quick action is taken. Generally, once one gets somewhat close, jump as far behind it as possible (preferably Dixie Kong, as she can glide over it), and then jump on it from behind. Krimps appear to get slightly faster as the game goes on.

Trivia

 * Krimps appear to be related to the Klaptrap and Klampon.
 * Despite Kobbles being the basic soldiers of Donkey Kong Country 3, much like Kritters and Klomps, Krimps greatly outnumber them.
 * Krimp's name is a pun on Crimping pliers, which are jaw-like pliers.