diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
index 9f7fe3b6880..61dd70811ea 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
@@ -245,7 +245,7 @@ Difficulty: Hard
to_chat(L, "[src] rends you!")
playsound(T, attack_sound, 100, TRUE, -1)
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
- L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration))
+ L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration), wound_bonus = CANT_WOUND)
SLEEP_CHECK_DEATH(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
@@ -470,7 +470,7 @@ Difficulty: Hard
var/mob/living/L = A
L.visible_message("[src] slams into [L]!", "[src] tramples you into the ground!")
src.forceMove(get_turf(L))
- L.apply_damage(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination) ? 15 : 30, BRUTE)
+ L.apply_damage(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination) ? 15 : 30, BRUTE, wound_bonus = CANT_WOUND)
playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, TRUE)
shake_camera(L, 4, 3)
shake_camera(src, 2, 3)
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
index ea180d631f2..ec79ae65667 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
@@ -136,7 +136,7 @@
. = ..()
if(istype(hit_atom))
playsound(src, attack_sound, 100, TRUE)
- hit_atom.apply_damage(22 * size / 2) //It gets pretty hard to dodge the skulls when there are a lot of them. Scales down with size
+ hit_atom.apply_damage(22 * size / 2, wound_bonus = CANT_WOUND) //It gets pretty hard to dodge the skulls when there are a lot of them. Scales down with size
hit_atom.safe_throw_at(get_step(src, get_dir(src, hit_atom)), 2) //Some knockback. Prevent the legion from melee directly after the throw.
//TURRETS