I think if the monsters are already placed in the level from the editor and not spawned during gameplay then you should be able to get away with just an ID as you could simply get all actors of class and match on ID then do whatever you want with that subset (although this could prove false if the get all actors of class is executed before the monsters are placed!). However, if you are spawning monsters during gameplay a second criteria would definitely help. This is where I would put the ID into a monster struct with the aforementioned state and any other monster related info that would be useful to persist.
I’m sure if you play around with this approach you’ll be able to achieve what you want.