I wouldn't start using teleporting monsters just to get around this ability. A better tool would be to use monsters that can stand up as a minor action or as part of another action.
So your affected monster can move as far as he wants to during his turn. At the end of his turn he is knocked down giving the rogue all the bonuses he wants, but then can stand up and run away again quickly.
So your affected monster can move as far as he wants to during his turn. At the end of his turn he is knocked down giving the rogue all the bonuses he wants, but then can stand up and run away again quickly.