Guardian 3rd Tier Mythic Power.
Dimensional Grappler (Su): When you have an opponent grappled or pinned and it attempts to use a teleportation effect, you can attempt a Will save against the effect, even if it would not normally allow a save. If you succeed, you learn the type of teleportation effect (such as dimension door) and the creature's intended destination, and then may prevent the effect (as if using a quickened dimensional anchor, using your character level as your caster level) or accompany the opponent as if you were part of its gear with negligible weight.
If you're interested in following along a teleporting opponent.
More accessible is Teleport Tactician (though still pretty limited really) which doesn't let you follow along or prevent a teleport but let's you get an attack of opportunity in whether or not the creature succeeds in casting defensively or not.
Tetori Monks can't follow along a grappled target but at 9th level they can suppress freedom of movement and at 13th level, they can apply a dimensional anchor effect to their grapples by spending ki.
Oath against fiends can spend a smite evil to apply dimensional anchor to a teleporting Evil-Outsider 30ft away or less. They also passively project an aura out to 20ft the makes teleporting Evil-Outsiders require making a saving throw to have the teleportation effect not be prevented (Also they are one of a small collection of Archetypes that have a feat augmenting one of their features with the Painful Anchor spell which messes with Evil-Outsiders summoning or teleportation effects further).
The Cold Iron Warden Inquisitor Archetype can set up a field of energy that is disruptive to teleportation effects of evil outsiders and they can even track the location of where a teleportation effect goes if they are quick enough.
There are probably some other options that mess up or inhibit teleportation effects but these are the ones I can think of off the top my head.