While I agree with the general thrust of other answers i.e. if the PCs are stupid enough to go into "the deep dark mountains from which none have ever returned" before they are ready then the deserve what they get. But 5th edition provides plenty of guidance for scaling encounters - scaling monsters is not (necessarily) part of it (p.56-58 of the basic rules).
Scalability
First off, 5th edition is much more forgiving on different power levels that earlier editions - low CR monsters will still do damage to higher level PCs - they are much less likely to kill them outright but can attrit them to death in the long term.
There are three aspects to scaleability: 1. Encounter Difficulty, 2. Encounter pacing, 3. Situation
1. Encounter Difficulty
This is the domain of the XP Thresholds by Character Level table (DM Basic p56). Study it, love it, understand it or ... just go by these rules of thumb:
- At a given level the ratio of Medium, Hard and Deadly encounter budgets to Easy budgets is 2, 3 and 4.5. That is, if you double an Easy encounter it becomes Medium, if you double a Medium encounter it becomes (almost) Deadly (more or less).
- From 5th through 20th, each level is about 1.2x the level below or 1.4x 2 levels below (again more or less - this is not an exact science).
Specifically, for 4 versus 6, Deadly and Hard encounters are now Easy, Medium and Easy encounters are now Trivial. So, you need to boost these encounters by adding about 40% more effective XP than you had before.
The easiest way to do this is to add more monsters, not to fiddle with the monsters you have:
- For a 1 and 2 monster encounters, add a very low CR companion - they don't add much XP themselves but the multiply the effect of the main antagonist by dividing the party's resources.
- For a 3-6 monster encounter, add 1 more of the same
- For a 7+ monster encounter, add about 25-33% more of the same.
Another way is to scale up the hit points of the monsters - this means each encounter will use up more resources of the party (since the monsters last longer).
2. Pacing
It is assumed that the PCs will start the day fresh and have 2 short rests per day and gives a budget for how mach XP of encounters they should have in each day (the Adventuring Day XP table p.57) - roughly split into thirds to match their rests. This means that they will be at their best at the beginning of the first third and at their worst at the end of the third.
As well as or instead of tweaking each encounter, simply throw more encounters at them in each "shift". Done consistently, this gives the "spike" damage types (Wizards, Sorcerers, Warlocks) a dilemma about when to burn through their limited resources and allows the "consistent" damage types to shine. It also forces the "support" classes to use more of their resources in things like healing.
As DM you decide how the goblins (say) react to an incursion - to reduce difficulty they can adopt a passive defense - to increase it they can launch their own S&D missions. The latter means that the PCs cannot rest when they want - only when you want. It improves verisimilitude too since, in the real world, if you go poking about a wasp's nest the wasps do something about it.
3. Situation
You can modify the encounters by giving the monsters tactical advantages. Some examples include cover, traps and other hazards on the field that the monsters know about and take advantage of, surprise, attacking the party during a long or short rest; this may catch some asleep or without armour and also buggers up their pacing.
Advice
It is generally simpler to make an encounter harder than easier (add another monster) so aim for where the PCs are (they aren't going to go backwards) and beef it up as needed.
Alternatively, when constructing an encounter, write it down for say Level 4 and make notes on what to add to make it L6 and L8. For example:
Goblin war party
L4 Hard (1500XP) 5 goblins (50XP) on wolves (50XP) (500XP x 3 = 1500XP for 10 creatures)
L6 Hard (3600XP) 1 more and on worgs instead of wolves (100XP) (900XP x 4 = 3600XP for 12 creatures)
L8 Hard (5000XP) Led by 2 worg mounted bugbears (200XP) (1400XP x 4 = 5600XP)