I use ZBrush displacements regularly with Blender.
First big thing is to make sure you either grab a morph target when you import or re-export a cage mesh to take into blender. (I use the mesh cages myself)
Then I use the 8bit+8bit displacements which will give you two texture maps, 0-255 in grayscale color, one will be smoothish, second is banded heavily. I’ve not been able to get the 16 bit displacements from ZBrush to work but this isn’t too big a deal thanks to the 8+8 option.
So, when you take these into Blender you’ll need to use the displacement modifier twice, one for each texture map. Make sure that in the subsurf modifier that you pick to smooth UVs or not to smooth, depending on your texture map from ZBrush. Clicking smooth UV’s on and off and checking the results makes the correct option pretty clear. The first, major detail map, will have some displacement value – I haven’t found a catch all for this, usually around 0.01 for my to scale character models at around 1.8ish meters tall – the second, minor displacement would be 1/256 of this to simulate having a 16 bit displacement. Fortunately, in Blender, you can just type in the value that you want as say 0.01/256 and it will do the math for you.