The best approach for this is to render your non-EaselJS content onto another Canvas, and then use it as the source for a Bitmap.
// Non-EaselJS content (whatever you can imagine!)
var canvas1 = document.getElementById("non-easel-canvas");
var context = canvas1.getContext("2d");
context.doStuffWithCanvasAPIs();
// EaselJS content (red background, blue circle)
var stage = new createjs.Stage("easel-canvas");
var bottom = new createjs.Shape();
bottom.graphics.beginFill("red").drawRect(0,0,800,600);
var top = new createjs.Shape();
top.graphics.beginFill("blue").drawCircle(0,0,25);
top.x = top.y = 100;
// Non-easel content added to Easel
var bmp = new createjs.Bitmap(canvas1);
stage.addChild(bottom, bmp, top);
stage.update();
Hope that makes sense. You can also the reverse, and draw the EaselJS content into a non-EaselJS stage using drawImage, and passing the EaselJS canvas as the source. This is how you can mix EaselJS content into things like three.js.
Note that you can also draw any EaselJS content directly without a stage. Each display object (including Container) has a draw() method, which you can call, which draws the object into a supplied context.
http://www.createjs.com/docs/easeljs/classes/DisplayObject.html#method_draw
Cheers,