Convincing Polma to allow the player safe passage through the room requires a DC 22 Ability check of either Persuasion, Intimidation, or Deception. Since a roll of such magnitude is very difficult in the early game, battle with Polma is difficult to avoid if the player wishes to proceed deeper into the Defiled Temple.
Players who want to access the Defiled Temple without engaging in combat with Polma can choose to sneak behind her during the patrols, or use the rocky crevice shortcut found in the storeroom guarded by Roah Moonglow's bodyguards (which can only be entered by small-sized characters).
Like other ogres, she gets a +1 Strength bonus on Tactician difficulty, bringing her overall Strength to 21.
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
If the player allows themselves to get put to sleep and captured by Gut, then fail to break free once captured (or don't bother to resist at all), Korrilla will rescue the player and kill both Gut and Polma.