It is in the sample.....
You might ask, why not just give minions 1 hit point and take no damage when they save for half, like in fourth edition? First, spells that use a creature’s hit points to determine effectiveness—like color spray and sleep—would devastate all minions, even those meant to challenge high-level characters. These spells are still effective against minions, just not devastating! Second, spells and effects that deal damage without any attack roll or save—like magic missile and spike growth—would lay waste to minions with 1 hit point. This fits the fiction for minions with low challenge ratings, like goblins and zombies. But the balance of combat and fiction breaks down to near-silliness at higher levels when the same spells easily take down powerful devil minions. Finally, high-level spells with a save for half damage—like fireball or meteor swarm—would feel wasted against minions with 1 hit point. Why use a higher-level spell when a lower-level one will do? Similarly, the fourth edition design could lead to a kobold minion illogically surviving a fireball spell while a “stronger” standard kobold next to them dies, despite both creatures succeeding on their saving throw. By contrast, under this book’s minion rules, spellcasters still have a good reason to use high-level spells against minions