NeverwinterKnight: What sort of stats do you need for a hero to survive against a Very Rare fantastic creature, let alone a stack of them, not counting Regeneration?
That depends heavily on the particular creatures, because different creatures present very different kinds of threats. The best way to get a feel for how strong you need to be is simply to play the game and take your lumps; you can always save before trying a battle while you are learning and reload if you get wiped.
I'll try to outline some strategies for dealing with the types of threats, and I'm going to name some of the more powerful Rare creatures for these categories.
I'm going to preemptively say that aiming for +5 or so To Hit from all sources (levels, hero abilities, buffs, and items) is a good target so most of your damage scores hits on the enemy. +7 so all of your attack will hit is much better, but +5 is pretty reasonable for 80% hit per attack icon.
The champion level heroes are all good picks pretty much all of the time once they've gotten to level 4-5 or so (before that and they can still be very useful, but they are much more fragile). Alorra, Aerie, and Warrax are all very solid ranged/caster heroes. Mystic X is also a good caster hero, but he tends to lag a bit behind the others in power. Deth Stryke and Sir Harold are good melee, but melee heroes do need to concern themselves more with Defense and battlefield positioning than ranged and casters do. The Life and Death specific heroes (Roland, Elana, Mortu, Ravashack, and Torin) are champion heroes on steroids.
Some of the non-champions are also very strong. Awards in this tier go to Shalla (Thrown, Blademaster, Might), Yramrag (Doom Bolt!), Fang (fire breath, fast flyer), and Malleus (Arcane Power, Flame Strike!) for being exceptional.
Now for the opposition:
Slow brawlers (Earth Elemental, Behemoth, Great Drake, Chaos Spawn, Hydra, Wraith):
Stack up the ranged damage with decent hit rates, and none of these creatures are actual threats. Make sure to add some Move bonus to your heroes in case the enemy does start to get close so you can back off and keep shooting. An attack value in the 20's should be sufficient if you have that 80% accuracy, and you won't even have to worry about how hard some of these brutes can swing.
Fast Brawlers (Air Elemental, Death Knight, Arch Angel):
There is less leeway with these creatures because of how fast they are. Air Elementals and Arch Angels will tend to crumple if you can deliver a good hit, and moderate defense (10-15) should let you handle their attacks if they do close. Air Elementals have a good attack, but they are made of paper against anything that can hit reasonably hard. Arch Angels are more durable, but for their tier, they are more of a supporter type unit than an actual brawler. Death Knights can heal themselves while hurting you, and they have First Strike to do damage before you can retaliate, so make sure you can punch hard before engaging. Bringing webs, flight, or magic ranged attacks is recommended in all cases since these units fly.
Ranged Brawlers (Storm Giant, Demon Lord, Colossus):
All of these have a solid ranged attack (especially the armor piercing Storm Giant), which means your more fragile casters will have a harder time surviving. A large stack of Storm Giants can wipe out Aerie or Alorra before they get a turn, even at mid to high levels. Demon Lords are decent all-arounders as units, being decently durable, decent ranged attack, and Life Stealing to keep their health up; however, they tend to start by summoning Demons (approximately an Uncommon) which buys you some turns to lay into them.
Ranged Casters (Djinn, Efreet):
Djinn are more dangerous and have access to stronger spells (they'll happily Dispel Magic True to knock off your buffs), and both of these units have a solid ranged attack to injure your frailer heroes. Bring good defense (15 or so?).
Murder Machines (Sky Drake, Great Wyrm):
I'm lumping these two together because both can be right on top of you almost immediately, and both are strong enough to put even a Demi-God hero in a shallow grave without much effort. They will also happily start by murdering your more fragile heroes and then mopping up the rest afterward. These are both candidates for making piles of sacrificial powerful units and throwing them at the problem to whittle it down over multiple fights (make sure you get kills on individual units, because they heal to full between fights).
Great Wyrm: Bring Flight or Regeneration for any hero that you want to survive the battle, because merging lets them pick their target and eat it right as the battle starts. Their poison looks nasty, but you should easily have 10+ Resist naturally before you're strong enough to even consider engaging them, so the poison ultimately just looks pretty on the stat card. Their 25 Attack and 60% To Hit means their chosen victim has to deal with 15 incoming damage on average, and the victim has to do it twice per Wyrm because of Merging. You're looking at around 45 Defense to block all of that damage when comparing average damage to average successful defense. Bring Flight or Regeneration, and be aware that Giant Spiders (innate Web) tend to show up in the same places that Great Wyrms guard!
Sky Drake: They don't merge, but 4 Flight means they just need one extra turn to get close enough to start roasting you. Magic Immunity and True Sight make them exceptionally resist to caster heroes, and 20 Lighting Breath (armor piercing!) with 60% To Hit means you need around 80 Defense to fully block the lightning breath (assuming average damage success and average defense success). They have a solid melee attack to follow up the breath, too. You have to either go big or go home when facing multiples of these creatures. Alorra is subject to instant death if they close on her, but she is still one of your best friends when trying to deal with them since a high level Alorra can (hopefully) 1-shot a Drake each combat round (you're looking to inflict around 30 damage per arrow). Make sure to bring enough Move bonus so you can run while shooting. Your melee units need to stay home unless they can initiate an attack on these monsters, because even Roland, Mortu, and Torin will struggle if the Drakes get to use their breath during each exchange; bring some method of webbing the drake, or flight/thrown/breath/etc. on the melee hero). Web is an amazing spell for stalling the Sky Drakes if you can push it through a Sorcery Node's counter spell effect.
NeverwinterKnight: Is it possible to edit your savefile to later try a scenario on a higher difficulty?
I doubt a savefile editor can mess with the difficulty setting of a game-in-progress, because that setting affects several aspects of the game both during map generation and during the game itself. Two examples: 1) AI wizards start with more picks for spell books and retorts, and they have more variability in their picks at higher difficulties, and 2) Indy stacks spawn from uncleared neutral cities/ruins/nodes more often at higher difficulties.