Pathfinding implementation?

So, I'm not gonna ask how to create a Pathfinder, I think I already have that established, and I think it actually works. My problem is that I am not too sure how to use the damn thing.
I've tried to have each enemy have a path that is related to enemy vs. player's coordinates, key being tried. It didn't work so well, resulting in the game crashing more than anything. However, I cannot have a centralized path do to the inability to know where enemies spawn (I would like them to pop up anywhere on the map and still be able to find the player). How would I go about accomplishing my goal? Do I create 2 paths, one starting at 0 and one starting at the max edge of the map and update them as the player moves? This might make sense, except you have to consider that the map may be more than 400 squares wide and tall so... yeah. I am just a bit stomped. Also, I forgot to mention, but I'm still doing all this in Python, though I feel like this is more of a conceptual question rather than code.
My second question is a bit more interesting. What I've found for pathfinder (a-star algorithm) seems to be focused on 2D grids only. I feel like I can at least attempt to remake it so that it works with 3D as well. The question is... is there something better out there that is designed to include the x, y, and z axes? Anything I should be aware of if I was to convert the thing to 3D?

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