At first I was against the idea, but when I looked at the rules for Teleport, and the description of Close Quarters again, I changed my mind.
As someone else pointed out, there is no constraint or immobilization at all for the creature to break out of. Also, the idea of tagging along on a larger creature doesn't seem so far-fetched whether it's running, flying, or even teleporting. I can envision this as some cinematic action, even if it's slightly super-hero like. It works for me.
However, what could be really fun is if the monster teleported somewhere the rogue really didn't plan or want to go. ;-)
I could see a DM allowing the creature a Saving Throw to determine if he gets away or not using a teleportation... but I'd rather just allow the power to do it. It sounds more fun that way.
As someone else pointed out, there is no constraint or immobilization at all for the creature to break out of. Also, the idea of tagging along on a larger creature doesn't seem so far-fetched whether it's running, flying, or even teleporting. I can envision this as some cinematic action, even if it's slightly super-hero like. It works for me.
However, what could be really fun is if the monster teleported somewhere the rogue really didn't plan or want to go. ;-)
I could see a DM allowing the creature a Saving Throw to determine if he gets away or not using a teleportation... but I'd rather just allow the power to do it. It sounds more fun that way.