These reiterate some of the above points a bit, but I'd like to emphasize:
You can use your knowledge skills to learn a creature's strengths and/or weaknesses. You can use one action to Recall Knowledge on a creature (the skill used depends on the creature type), and can ask questions like "What's its weakest saving throw?" or "Does it have any notable offensive abilities we should watch out for?"
Using Intimidate to Demoralize a creature can be devastating. Making a target Frightened 1 means it has -1 on basically everything (attack rolls, AC, saves, Perception, etc.) until the end of its next turn. A critical success makes them Frightened 2 (-2 on everything) until the end of its next turn, then Frightened 1 for another turn. All of this means better chances to hit and crit it, and lowered chances for it to do the same to you and your friends. One downside is that you need to share a language with the target for Demoralize to be most effective, but there are feats that can help you get around this (e.g. Intimidating Glare).