In melee, a Bloodstone zombie strikes with its claws. If both claw attacks hit, the zombie has successfully grabbed its victim in a "death grip" and can inflict its special attack. Victims are held for 1d6+1 rounds; they can break free earlier with a successful bend bars/lift gates roll. For every round a victim is held, he or she must make a saving throw versus death magic. Failure means the victim has contracted a disease carried by the Bloodstone zombie. The disease causes the victim to lose 2 points of Strength and Constitution per hour. When the victim's Strength and Constitution scores reach zero, he or she dies and will rise as a Bloodstone zombie one hour later.
Does this work?
Improved Grab (Ex): To use this ability, a bloodstone zombie must hit an opponent of its size or smaller with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and exposes its opponent to bloodstone blessing.
"Bloodstone Blessing" (Su): Supernatural disease—grapple, Fortitude DC x, incubation period 1 hour; damage 1d2 Con and 1d2 Str. The save DC is Charisma-based.
Unlike normal diseases, bloodstone blessing continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Bloodstone blessing is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with bloodstone blessing must succeed on a DC x caster level check, or the spell has no effect on the afflicted character.
To eliminate bloodstone blessing, the curse must first be broken with break enchantment or remove curse (requiring a DC x caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the bloodstone blessing can be magically cured as any normal disease.
An afflicted creature who dies of bloodstone blessing rises as a bloodstone zombie 1 hour later.