Have you ever considered the ecology of the dungeon?
Google it and you'll find a whole bunch of articles for and against the idea.
For a roguelike I'm not suggesting that you have to create a food pyramid and calculate biomass or anything, but it can be cool to think about the various roles in an ecosystem which aren't filled by apex predators.
1. Plants. The bottom rung of a food chain is the plants, they get energy from the sun and disseminate it through the rest of the chain.
In a dungeon there's no sun, so we might look at other ways of absorbing energy. Mold and slimes, moss, jellies can grow underground. They don't have to be active, just passive sources of food for your wandering monsters. It gives your monsters something to do while the player isn't there too.
2. Herbivores. Sheep eat grass and wolves eat sheep. Sheep aren't aggressive, they don't attack on sight, but some herbivores can be dangerous if threatened, like a triceratops or a poisonous frog, they usually have some kind of defensive ability. How about some monsters like this? They won't attack the player unless he attacks them. Other monsters might spend their time hunting these monsters too.
3. Scavengers. There's lots of junk in a dungeon; bones, decayed flesh, metal. And there's usually a scavenger who eats it. How about a rust monster who goes around eating item drops? He won't attack you, but he might eat your gear if you leave it laying around.
So as an example:
In the dungeon a kind of mold grows which feasts on the magical energy coming from a great artifact on the lowest level. These molds are a tile feature, they can be moved through, but set of a poison effect (from their spores) if you step on them. They also have a small chance of growing in to an adjacent square each turn.
Giant centipedes eat this mold. They only eat the mold and won't attack the player unless threatened. If a giant centipede moves in to a square containing mold the mold will be eaten. Giant centipedes always move towards the nearest mold and eat it unless they are enraged in which case they move towards the nearest threat, just like a common monster.
Now you have an interesting game mechanic. If you kill the giant centipedes, perhaps for XP, or for their blood (which can make a potion of poison), the mold will begin to grow. Eventually it might begin to take up the whole level. You could keep track of the number of giant centipedes in the game and if it falls below a certain amount you could start including more mold squares in your random level generation routine further down in your dungeon.
Now you can introduce the following behavior in to your AI (while they are not attacking the player):
Giant Lizards >>attack on sight>> Giant rats >>attack on sight>>Giant Centipedes>>attack on sight>> magic mold.
Though remember to include fewer predators than prey or soon your dungeon will have only predators in it.