Of the creatures you list I think I've used the mooncalf, maybe the slaad, and (maybe a lower level version of?) the carrion crawler.All the level 15 Soldiers printed in rule books - avoiding Dungeon+Adventures - haven't looked specifically at other levels, trying to keep the # of listed creatures manageable
Elder Electric Eel - fly+reach 3
Carrion Tribe Blessed Champion - none, but Eberron Campaign book.
Warlock Knight Vindicator - Reach 2+shift 4 if marked target moves away
Crag Roper - reach 10
Legathus Dython - ranged attack, close blast
Scroll Mummy - reach 2+other options
Red Salad Juggernaut - reach 3
Oristus - teleportation
Squamous Splitter - reach 2
Adult Red Dragon - reach 2
Mooncalf Rogue - reach 6
Yagnodemon - reach 3
Grayspawn Fleshtearer reach 2
Direhelm - nope, Forgotten Realms Campaign Guide
Hell Knight - reach 2
Derro Ironguard - nope, MM3
Red Slaad(Blood Salad) - reach 2
Rakhasa Warrior - encounter invisibility+shift speed
Carrion Crawler - reach 3
Fear Moth - fly+close blast stun+aura 2 that suggests there's a mistake in compendium about its basic attack
Watchful Ghost - fly+phasing
Quom Fanatic - Crossbow
Ebony Knight - pull target as minor action if immobilized, but otherwise no.
Nikolai - fly 1/encounter
Okay, so, out of all level 15 soldiers(24 of them):
3 have zero options. 1 in 8. Only 1 of which is in a Monster Manual-type book.
More than half have at least reach 2.
62% have some sort of basically at-will option to bypass Polearm Gamble.
75% have at least an automatic encounter option to bypass Polearm Gamble
83% if not already adjacent to the Dwarf, have either some way of getting around him to go after other targets - Watchful Ghost as an example can fly into the floor and come out adjacent to the Dwarf.
Here's another way of looking at it - out of all 21 soldiers not from an early campaign guide, only 1 doesn't have any kind of options other than trying to avoid the Dwarf. That's it. Level 15 Soldiers might be atypical - that's the only level/creature I looked at, but that's the kind of problem I'm referring to as being problematic with Polearm Gamble.
It does influence decisions - it might be better to be next to the Dwarf so the Dwarf can't move around them, but that's usually difficult anyway because most of them are some sort of large size and hard to move around.
I have files with encounter info on them: looking through the first third or so, I found the following creatures that I've used that had melee reach 1 (I didn't look at everything else, but that's some sort of indication of vulnerability to PAG):
kuo-toa (many varieties)
ghouls (from the Open Grave Bloodtower scenario)
cultists of various sorts
hobgoblins and bugbears (upper heroic through low paragon)
voidsould spectre
various devils, including a warder and an aspect of Dispater
some demons
duergar (many varieties)
fire archons
githzerai
ghouls (from the Open Grave Bloodtower scenario)
cultists of various sorts
hobgoblins and bugbears (upper heroic through low paragon)
voidsould spectre
various devils, including a warder and an aspect of Dispater
some demons
duergar (many varieties)
fire archons
githzerai
That's not any sort of statistical sample, of course - it's just what's come up in my game. PAG doesn't come into play every time and all the time. But it comes into play often enough that I find it irritating as a GM, because my creatures can't close, and if their minions they get knocked off for good measure.