Mostly: what others have said.
Also: I find that it's really help to write out the special qualities and moves of my monsters in a way that
makes them fictionally dangerous and that changes the nature of the fight. Like, don't just rely on the monster's hit points or armor to make it tough. Give it moves like "ignore all but the most well-placed blows" or qualities like "can only be killed by a blessed crossbow bolt" (hello, rakshasa). Don't just give you vampire a move like "drain blood from it's victims;" go big with something like "Drain the blood, life, or free-will from its victims."
With that in mind, here's my take on your badass ancient vampire lord:
http://codex.dungeon-world.com/monster/629012If the party doesn't make an execute and flawless plan, they're not going to get the drop on this thing. If the don't have the drop on it, it can easily escape just about anything (by clouding minds, turning into mist, or moving with impossible speed), turn the PCs against it each other (by clouding minds or draining free will), or simply beat them into a pulp.
It's not always necessary to write out moves and qualities so aggressively; once you're more comfortable with how fictional details can influence a DW encounter, you'll probably just be able to "wing it" with a good sense of what a creature should or should not be able to do. Personally, though, I find "statting up" a badass monster with game-changing qualities and moves gives me a sense of freedom to play them with integreity, hard and mean. I don't know that I'd feel that same freedom if I was just making up what the monster could do on the fly.