I'm assuming you don't want to use the CHF_FASTCHASE property in A_CHASE which has the monster strafe left and right around the player?
http://zdoom.org/wiki/A_Chase
If not, you can use THRUSTTHING in an ACS script if you want it to move left and right at specific intervals (or random intervals depending on how the script is written).
http://zdoom.org/wiki/ThrustThing
Finally, here's how one could use A_CHANGEVELOCITY to do what you desire:
See:
SPRT A 4 A_ChangeVelocity (0, 12, 0, CVF_RELATIVE)
SPRT B 4 A_ChangeVelocity (0, -12, 0, CVF_RELATIVE)
Goto See
http://zdoom.org/wiki/A_ChangeVelocity
(someone correct me if this is wrong, I don't have ZDoom on this computer)
In this example, a monster's SEE state has two A_ChangeVelocity functions which alter the y-axis velocity (i.e. actor's left and right movement) by 12 units first in one direction, and next in the other direction. The constant CVF_RELATIVE ensures that the velocity will change according to the angle the actor is facing, as opposed to absolute map coordinates.