When a corpse flower is seriously wounded (reduced to 50 hp or fewer), its self-preservation impulse kicks in to tell it that it’s not going to survive just by digesting its corpse collection. Lacking the Intelligence to Disengage, it Dashes away in whichever direction it senses the fewest enemies in.
Their Charisma is high enough that an encounter will probably involve some measure of parley, and maybe only parley—they understand, after all, that it’s better to get what you want without fighting if you can—but their social skill proficiencies are in Intimidation and Deception, so we’re not talking about good-faith negotiation here. Instead, this combination suggests to me that they’re about trying to get their opponents to capitulate, through a combination of outright bullying and more subtle manipulation. Any rhetorical maneuver an abuser might use is right up the bone knight’s alley: direct and indirect threats; negative reinforcement; false accusations; gaslighting; DARVO; demonstrations of explosive anger and sudden, unpredictable violence; dividing enemies by singling out individuals among them for particular blame; and so on.
Each monster has its own capacities, knowledge andgoals. Most monsters know nothing about the charactersand their powers, even if the GM does. Do not fall into thetrap of assuming the monster will always come to the rightconclusions. “The old guy with a staff is probably a sorcerer”should be an uncommon line of thought – instead, he ismost likely someone that needs a walking aid, at least untilhe casts a spell. A huge fighter with a sword, on the otherhand, is clearly someone you should watch.Once the player characters start fighting and using theirabilities, some things will become obvious, and monsterswill react accordingly. Still, most monsters will not be ableto see the whole picture at once. One easy way to dealingwith this is assuming most monsters will attack whoeverhurt them most (individually, not as a group) since their lastturn, unless they have an obvious reason to do otherwise.A good leader or tactician can change everything – hecan order the other monsters to work as a group, makingthe best choices for their side even if he needs to sacrificea soldier or two. A good plan will make monsters tentimes more dangerous, at least until it is derailed. A carefulstudy of the PCs tactics will give the monsters an edge(and vice-versa).
In short, play monsters not as pawns, but as individuals.Intelligent, experienced monsters will fight intelligently,bestial monsters will fight instinctively, and stupid monsterswill often make dumb mistakes.